Protector (5e Class)
Protector
A tank build
Class Features
As a Protector you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Protector level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Protector level after 1st
- Proficiencies
Armor: heavy and shields
Weapons: martial and simple
Tools: none
Saving Throws: Constitution, Wisdom
Skills: Survival, choose two others from the following; Athletics, Intimidation, Perception, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) warhammer or (b) longsword
- (a) chain mail or (b) half plate
- (a) light crossbow w/ 20 bolts or (b) simple weapon
- (a) Dungeoneer's pack or (b) Explorer's pack
- shield, a holy symbol
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Defense, , Well of Stamina |
2nd | +2 | Aura of Life |
3rd | +2 | Arcane Weapon Aura of Blessing |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, |
6th | +3 | Protegere Training, Spirit Guardian |
7th | +3 | Aura of Warding |
8th | +3 | Ability Score Improvement |
9th | +4 | Taunting Cry |
10th | +4 | Guardian of Faith |
11th | +4 | Aura of Protection |
12th | +4 | Ability Score Improvement |
13th | +5 | Intimidating Shout |
14th | +5 | Crusaders Aura |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
- Arcane Weapon
At 1st level, you can use your bonus action to transform one weapon you are holding into a arcane weapon. Your weapon becomes spectral and start to float within 5 feet of you. The weapon is a magical tiny object. The weapon has an AC of 18 and 5 hit points. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss it early as an action.
On each of your turns, you can take a bonus action to command your weapon to attack, using your proficiency modifier and causing damage equal to the weapon damage die (without modifiers), if you are within 60 feet of it. On your turn, you can mentally command the weapon to move up to 20 feet in any direction, (no action required). If your echo is ever more than 60 feet from you at the end of your turn, it falls on the ground, motionless.
- Defense
Starting at 1st level, while you are wearing armor, you gain a +1 bonus to AC.
- Well of Stamina
At 1st level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain a number of hit points equal to 1d10 + your protector level.
You can roll an additional d10 when you reach the 10th level (2d10) and 15th (3d10). Once you use this feature, you must finish a short rest or long rest before you can use it again.
- Intimidating Shout
At 2nd level, you can use your action to shout, causing hostile creatures within 15ft radius to be stunned. The targets must make a Wisdom saving throw. On a failed save, the target is stunned for 1 minute. Affected creatures can make a Wisdom saving throw at the beginning of each of its turns to end the effect.
- Taunting Cry
At 2nd level you can shout defiantly as a bonus action, causing hostile creatures within 15ft radius to become aggressive towards you. Hostile creatures must make a Wisdom saving throw. On a failed save, creatures are compelled to attack you for 1 minute. Affected creatures can make a Wisdom saving throw at the beginning of each of its turns to end the effect.
- Protegere Training
When you reach 3rd level, you choose a protegere training, focusing the style of protection:(...) and (...)
Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
- Aura of Life
At 3rd level, when you finish a short rest or long rest you become surrounded by an aura of positive energy. This aura has an area of 30 feet, centered on you. The aura has a number of hit points equal to 5 times your protector level, and whenever your or a friendly creature inside that aura takes damage, the aura takes the damage instead. If this damage reduces the aura to 0 hit points, you take any remaining damage. The aura lasts for 8 hours, until is reduced to 0 hit points or until the end of your next short rest or long rest, when the old aura is replaced by a new one.
- Aura of Blessing
At 3rd level, you can use your bonus action to activate an an aura of good luck within 30 feet. Any friendly creatures within the aura area can roll an 1d6 and add the number rolled to the attack roll or saving throw. The aura lasts for 1 minute. You can use this feature twice. Once you spent all uses of this feature, you can't use it again until you complete a short rest or long rest.
- Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
- Spirit Guardian
When you reach the 5th level, you summon a spirit guardian that floats around you. The spirit guardian cannot be further than 15 feet of you. The spirit guardian emits an aura with 15-foot radius. The area of the aura is considered difficult terrain for hostile creatures, and when a hostile creature enters the area for the first time or stars its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 4d8 radiant damage, or half as much on a successful one. The spirit guardian last for 8 hours or until you dismiss it, as a bonus action. You can use this feature once, being unable to use it again until you complete a short rest or long rest.
- Aura of Warding
At 7th level, you can generate an aura of that protects you from harmful effects. As a bonus action, you can activate an aura with 30 foot radius, that lasts for 1 minute. You and all friendly creatures on the area have resistance to all types of damage for 1 minute. You can use this feature once, being unable to use it again until you complete a short rest or long rest.
- Aura of Protection
At 9th level, you can generate an shield of energy around you. You and all friendly creatures within 30 feet gain a bonus of +5 to the AC, for 1 minute. This bonus increases to +8 bonus AC at 18th level. You can use this feature once, being unable to use it again until you complete a short rest or long rest.
- Guardian of Faith
At 11th level, you summon a large symbol made of light, with the shape of your choice, that appears on a space of your choice that you can see within range 30 feet. The symbol emits an aura with 30-foot radius, and any hostile creatures that enters the area for the first time or stars its turn there, it must make a Dexterity saving throw take 30 radiant damage on a failed save or half the damage on a successful one. You can use this feature once, being unable to use it again until you complete a short rest or long rest.
- Crusaders Aura
At 14th level, you can invoke a mantle of positive energy. You and friendly creatures within 30-foot radius deal an extra 1d6 radiant damage on a successful weapon attack. You can use this feature once, being unable to use it again until you complete a short rest or long rest.
Multiclassing
Prerequisites. To qualify for multiclassing into the protector class, you must meet these prerequisites:
Proficiencies. When you multiclass into the protector class, you gain the following proficiencies:
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