Aegis - Tank Class

by Kuro Naeda

Search GM Binder Visit User Profile
The Aegis
the Aegis
Level Proficiency Bonus Class Features Fortitude
1st +2 Retaliate, Fortitude 1
2nd +2 Fighting Style, Taunt 1
3rd +2 Aegis Intention 1
4th +2 Ability Score Improvement 1
5th +3 Reactive Instinct, Shell Stance 2
6th +3 Aegis Intention Feature, Wise Courtier 2
7th +3 Erst Shield 2
8th +3 Ability Score Improvement 2
9th +4 Nihil Fortress 2
10th +4 Bulwark Aura 2
11th +4 Aegis Intention Feature, Reactive Instinct (2) 3
12th +4 Ability Score Improvement 3
13th +5 Impenetrable Mind 3
14th +5 Aegis Intention Feature, Erst Shield (2) 3
15th +5 Everhardening Bastion 3
16th +5 Ability Score Improvement 3
17th +6 Aegis Intention Feature, Reactive Instinct (3) 4
18th +6 Living Armor 4
19th +6 Ability Score Improvement 4
20th +6 Unbreakable, Reactive Instinct (4) 5

Class Features

As an Aegis, you gain the following class features:

Hit Points


  • Hit Dice: 1d12 per Aegis level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Aegis level after 1st

Proficiencies


  • Armor: light armor, medium armor, heavy armor, shields
  • Weapons: simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose 2 from Athletics, History, Insight, Intimidation, Medicine, Nature, Perception, Persuasion and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) leather armor
  • (a) a martial weapon and a shield or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Fortitude

Your ability in withstanding pain makes you numb to some damage. Bludgeoning, piercing, and slashing damage that you take from is reduced by 1. The bonus increases as you level, as per the Fortitude column in the Aegis class box.

Part 1 | Aegis Features

Retaliate

You are able to reflect some of the damage intended for you towards the attacker. If you are missed with an melee attack, you can use your reaction to deal force damage equal to your Constitution modifier (minimum of 1) to the attacker. If you are hit instead, you can deal twice the beforehanded damage.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Taunt

Additionally, at 2nd level you gain the ability to draw a foe's attention to yourself.
As an action during your turn you reach into the mind of one creature you can see within 30 ft. and force it to make an Wisdom saving throw (Taunt save DC = 8 + your proficiency bonus + your Wisdom modifier). On a failed save, the creature is drawn to you, compelled by your provocation. Until the start of your next turn, it has disadvantage on attack rolls against creatures other than you.

Additionally, if the target fails the saving throw by 5 or more, it is compelled to attack you if it is able to, using its movement accordingly.

Aegis Intention

At 3rd level, you focus on the intention you pursue when taking damage, choosing from the list available. Your intention grants you features at 3rd level and again at 6th, 11th, 14th and 17th level.

Ability Score Improvement

When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.

Reactive Instinct

The speed at which you react to the battle is incredible. Starting at 5th level, so long as you are not surprised, you add your Wisdom modifier (minimum of +1) to your initiative rolls.
You also gain one additional reaction you can take each round. A single effect can only trigger one of your reactions, if not stated otherwise.

When you reach 11th, 17th and 20th level, your reflexes increase again, allowing you another reaction per round (for a total of 3, 4 and 5 respectively).

Shell Stance

Additionally, at 5th level you understand how to best defend yourself from incoming attacks if you just stand and prepare for what's next to come.
At the end of your turn, if you have not moved, you can enter a defensive stance.
If you do, your movement speed becomes 0, you gain temporary HP equal to half your Aegis level (rounded up) and your Fortitude bonus is doubled until the start of your next turn.

Part 1 | Aegis Features

Wise Courtier

At 6th level your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Erst Shield

Starting at 7th level, you can materialize your will to defend in the form of a barrier. As a bonus action during your turn you can choose a space within 60 ft. of you.

A semi-transparent barrier made of force manifests in that space, filling a 5ft cube. If it is occupied, the creatures within are shoved to the closest unoccupied space in a direction of their choosing.

Allied creatures behind the barrier gain the benefit of three-quarter cover.
The barrier lasts for 1 minute, unless you dismiss it earlier (no action required) or it is hit by a Disintegrate spell or similar effects.

Once you use this feature, you must finish a short or long rest before you can use it again.

At 14th level, you can use this feature twice before regaining all expended uses when you finish a short or long rest. Additionally, you can use this feature as a reaction to seeing a creature being attacked, choosing a space in between the attack and the attacked creature, potentially causing the attack to miss.

Nihil Fortress

When you reach 9th level, you have a keen eye for combat manoeuvres that can take down friends and foes, and how to distrupt them.
As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this reaction on top of another reaction.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Bulwark Aura

At 10th level, your presence alone is enough to protect yourself and allies as if protected by invisible barriers. You and your Earst Shields constantly emanate a protective aura while you're not incapacitated.
The auras extend 10 feet in every direction, but not through total cover.
Creatures of your choosing within the area gain the benefit of half-cover.

Impenetrable Mind

Starting at 13th level, your training has made not only your body tougher, but your mind as well. You have advantage on saving throws against being charmed or frightened. Additionally, your self-control also causes you to gain proficiency in Wisdom saving throws.
If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Everhardening Bastion

When you reach 15th level, you can now focus your defenses towards a specific objective.
When you complete a long rest, choose a damage type.
You have resistance to that damage type until your next long rest.

Living Armor

At 18th level, you are now able to withstand amount of pain that no other mortal could possibly fathom. Your Constitution score increase by 4. Your maximum for that score is now 24.

Unbreakable

When you reach 20th level, you have now mastered the ability to defend yourself from anything, be it foe or calamity.
Once per turn, as a reaction which you take when you take damage, you can negate that damage. You can use this reaction on top of another reaction.

Part 1 | Aegis Features

Aegis Intentions

Intention of Protection

When an Aegis withstands pain with the intention of protecting family, friends or something they held dear, that's when their ability to defend them becomes unparalleled, as the focus of their mission.
An Aegis with the Intention of Protection is commonly called a Protector.

Safeguarding Reaction

Starting at 3rd level, you become aware of how to convert the foe's offense into allied protection. If you are missed with an attack, you can use your reaction to choose an allied creature you can see within 60 ft. That creature gains temporary HP equal to your Constitution modifier (minimum of 1). If you are hit instead, the allied creature gains twice the beforehanded temporary HP instead.

Enhanced Taunt

When you reach 6th level, you have now mastered the art of provoking enemies into attacking you.
When you use your Taunt feature, you can now target any creature within 30 feet of you.

Wise Analyst

Additionally, at 6th level you are willing to learn about any creature and tap into your memory to understand how to protect what you hold dear. Whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier.

Erst Shield: Shield Prison

At 11th level, when an allied creature within 15 feet of your Earst Shield gets damaged, you can use your reaction to cage them inside an impenetrable opaque barrier, which disappears at the end of your next turn. The creature gain 10 temporary hit points per Aegis level, which take as much of the triggering damage as possible. Immediately after the creature takes the damage, it gains vulnerability to force damage, its speed is reduced to 0, and it is incapacitated. These effects, including any remaining temporary hit points, all end when the barrier melts.

At 14th level, you can use this feature as part of the same reaction used to manifest the Earst Shield in between attack and attacked allied creature.

Once you use this feature, you must finish a short or long rest before you can use it again.

Blood Sacrifice

When you reach 17th level, you. As a reaction to a creature making a damage roll, you can expend a number of Hit Dice and roll them. Half of the result is detracted from the damage roll of the creature. You can use this reaction on top of another reaction.

Once you use this feature, you must finish a long rest before you can use it again.

Part 2 | Aegis Subclasses

Intention of Vengeance

When an Aegis feels pain and their only wish is to retaliate to the attacker, to make them feel what other people suffer because of them, that's when their ability to strike back becomes unparalleled, as the fundament of their revenge.
An Aegis with the Intention of Vengeance is commonly called a Juggernaut.

Hateful Reactions

Starting at 3rd level, when you damage a creature as part of your reaction, you deal bonus damage equal to your Fortitude bonus. If your current hit points are equal or less than half your maximum hit points, you deal bonus damage equal to double your Fortitude bonus instead.

Enhanced Retaliate

When you reach 6th level, your hate towards who inflicts pain makes you reach and overcome to attacks even more.
You can now use your Retaliate feature even if the attack was a ranged attack, as long as the attacker is within 60 feet of you. Additionally, when you use your Retaliate feature in response to a melee attack, you can make a melee weapon attack against the attacker as part of the same reaction.

Wise Authority

Additionally, at 6th level your hate towards offenders allow you to excel in specific social situations. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Wisdom modifier.

Erst Shield: Wrath Shield

At 11th level, when an allied creature within 15 feet of your Earst Shield gets attacked or damaged, you can use your reaction to use your Retaliate feature, as if you were hit instead.

At 14th level, you can use this feature as part of the same reaction used to manifest the Earst Shield in between attack and attacked allied creature.

Iron Maiden

When you reach 17th level, you can finally purge those who inflicted pain to you, making them go through the same suffering as you did. As an action, you can choose a creature you can see within 30 feet that has damaged you in the last minute. That creature must make a Constitution saving throw against your Taunt DC or take necrotic damage equal to half your missing HP, or half as much damage on a successful save.

Once you use this feature, you must finish a long rest before you can use it again.

Part 2 | Aegis Subclasses

Intention of Restoration

When an Aegis gets hurt, they withstand the pain, knowing that it is only temporary and their wounds can and will heal. When their will is to repair what's broken, that's when their ability to heal and reforge becomes unparalleled, as the basis of their pilgrimage.
An Aegis with the Intention of Restoration is commonly called a Saint.

Spellcasting

When you reach 3rd level, you augment your defense skills with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

  • Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

  • Spell Slots. The Saint Spellcasting table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

  • Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, one of which you must choose between Cure Wounds and Healing Word. The Spells Known column of the Saint Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

    Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

  • Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you draw their power from your sheer force of will. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier = your proficiency bonus + your Wisdom modifier

Divine Reaction

Additionally, at 3rd level you gain the ability to react with divine power to injustice and harm being done.
As a reaction to seeing a creature within 30 ft. being damaged, you can cast a spell with the casting time of an action or a bonus action, ignoring their normal casting time. The spell must target the attacked creature, and the effects of the spell resolve before the attack does, potentially causing the attack to miss.

Enhanced Fortitude

When you reach 6th level, you have tapped into the arcane and divine enough to understand how to withstand even more than mundane physical damage.
Your Fortitude feature now reduces any damage you take by an amount as per the Fortitude column in the Aegis class box.

Wise Healer

Additionally, at 6th level your ability to understand damage dealt to creatures and structures is mastered. You gain proficiency in History and Medicine, and your proficiency bonus is doubled for any check you make with these skills.

Erst Shield: Holy Source

Starting at 11th level, you can now use your Divine Reaction targeting an allied creature that is within 15 feet of your Earst Shield. Additionally, you can cast spells as though you were in the Erst Shield's space.

At 14th level, you can use the Divine Reaction feature as part of the same reaction used to manifest the Earst Shield in between attack and attacked allied creature.

Guardian Angel

When you reach 18th level, you have now reached enlightenment to the point where not even death can oppose you in your mission to repair what's broken.

When a creature within 60 feet of you that you can see falls unconscious, drops to 0 hit points, or dies, you can use your reaction to save the target.
A saved creature returns to life and regains hit points equal to your Aegis level + your Wisdom modifier (minimum of 1). If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up.

If the target has returned to life, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Saint
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
16th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 2
Part 2 | Aegis Subclasses

the Aegis

Play as an Aegis, the MMORPG Tank inspired New Class for the World's greatest Roleplaying Game!
Taunt enemies' aggro to get them to attack you instead of your party, and protect your allies with barriers, shields and dealing back the damage you've been dealt!

State your intention choosing your subclass among the Protector, the Juggernaut or the Saint, each with their own type of gameplay!

Art Credit:

  • Cover Art: Hannibal - Intelligence System (Nintendo)
  • Page 2: Fire Emblem General - Shinigami Wyvern (https://shinigamiwyvern.tumblr.com/)
  • Page 3 and 4: Screens from - the Rising of the Shield Hero (Aiya Kyū)
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.