The Defender Class

by PinkishPie

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The Bastion

The Bastion
Level Proficiency Bonus Features Fortitude dice
1st +2 Guardian, Immovable, Protector 1d6
2nd +2 Enraging Taunt, Encourage 1d6
3rd +2 Defensive Focus, Disrupt, Calculated Strike 1d6
4th +2 Ability Score Improvement 1d6
5th +3 Extra Reaction 1d8
6th +3 Defensive Focus Feature, Defensive Positioning 1d8
7th +3 Mobile Bastion 1d8
8th +3 Ability Score Improvement 1d8
9th +4 Extra Reaction 1d10
10th +4 Ability Score Improvement 1d10
11th +4 Unbreakable 1d10
12th +4 Ability Score Improvement 1d10
13th +5 Defensive Focus Feature 1d12
14th +5 Daring Warden 1d12
15th +5 Defensive Mastery 1d12
16th +5 Ability Score Improvement 1d12
17th +6 Extra Reaction (2) 1d12
18th +6 Defensive Focus Feature 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Unyielding Bastion 1d12

Class Features

As a Bastion, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Intimidation, Insight, Investigation, Perception, and Medicine

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 arrows or (b) any simple weapon
  • (a) dungeoneer's pack or (b) an explorers pack

Fortitude Save DC = 6 + your proficiency bonus + the result of one Fortitude dice

Guardian

At 1st level, you become adept in the defensive arts. While you are wearing medium or heavy armor and you take slashing, piercing, or bludgeoning damage as the result of an attack, you may use your reaction to reduce that damage by your Fortitude die.

Immovable

Also at 1st level, you know how to plant your feet, becoming as durable as a mountain. As a bonus action, You gain hit points equal to your number of levels in Bastion. Additionally, all allies within 5ft behind you benefit from 3/4 cover, and allies within 10ft behind you benefit from 1/4 cover.

Once you use this feature you cannot use it again until you finish a short or long rest.

Protector

At 1st level, you take a more reactive approach to combat than most, favoring blocks and parries over more aggressive maneuvers. You gain access to the Reposition and Retribution reactions:

Reposition. When a creature you see attacks a target other than you that is within 5ft, you can use your reaction to swap positions with the target creature. You become new target of the attack.

Retribution. When a creature you can see within 10 feet of you damages you or a friendly creature that you can see, you can use your reaction to move up to 5 feet directly towards it then make a melee weapon attack against it. The damage of this attack is halved.

Encourage

Starting at 2nd level, whenever you would take you action, instead you can encourage an ally, allowing them to move up to half their movement and make a single attack against a creature.

You may use this feature a number of times equal to your proficiency bonus and regain all expended uses on a short rest.

Enraging Taunt

At 2nd level, you make tactical use of taunting words and actions. As an action, you force all creatures of your choice within 15 feet to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failed save, the creatures have disadvantage on attacks made against targets other than you and suffers the following effects until the end of its next turn:

  • It has advantage on attack rolls against you and disadvantage on attack rolls against targets other than you
  • When it uses a damaging spell or effect that doesn't require it to make an attack roll, it must make a Wisdom saving throw. On a failure, the effect must include you as a target or include you in its area of effect

Once you use this feature you cannot use it again until you finish a short or long rest.

Calculated Strike

At 3rd level, you know how to wait for the right moment. When you take the dodge action you have advantage on your next melee weapon attack before the end of your next turn.

Disrupt

Also at 3rd level, whenever you make a melee weapon attack, you may choose to attempt to disrupt your target by choosing one of the following benefits:

  • The target must succeed on a Dexterity Saving Throw against your Fortitude DC. On a failed save, the targets speed is reduced by half until the start of its next turn. On a success, there is no effect.
  • The target must succeed on a Strength Saving Throw against your Fortitude DC. On a failed save, the target suffers disadvantage on its next attack. On a success, there is no effect.
  • The target must succeed on a Wisdom Saving Throw against your Fortitude DC. On a failed save, the target loses its reaction and take bonus damage equal to the result of your Fortitude die. On a success, there is no effect.

You can use this feature a number of times equal to twice your proficiency and regain all expended uses on a short or long rest.

Defensive Focus

At 3rd level, you choose an archetype which determines how you will protect your allies from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 6th, 13th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Reaction

Starting at 5th level, Starting at 5th level, when you end your turn without using your action to cast a spell or use a magic item, you can take an additional reaction before the start of your next turn. You can only use one reaction per triggering effect. When you cast a non-cantrip spell as a reaction, you can't do so again until the start of your next turn.

The number of additional reactions granted by this feature increases to two when you reach 17th level in this class.

Defensive Positioning

Also at 5th level, you've learned where to place yourself in the heat of battle. You are immune to non-magical difficult terrain. Additionally, you may roll an additional die whenever you use your Fortitude dice.

Mobile Bastion

At 7th level, you can use your bonus action to move up to half your movement speed. If you end your movement within 5 feet of an ally, they gain temporary hit points equal to your Fortitude dice + their Constitution modifier.

You may use this feature a number of times equal to your Constitution modifier. Regain all expended uses once you finish a long rest.

Unbreakable

At 11th level, when you take damage, you can use your reaction to make a Constitution saving throw where the DC is equal to 10 or half the damage you take, whichever is greater. On a success, you take no damage. On a failure, you halve the damage taken instead.

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

Daring Warden

When you reach the 14th level, you can use your Enraging Taunt feature when you take the Attack action, without using any action.

Defensive Mastery

Starting at 15th level, you no longer fear being surrounded by enemies, and have actually come to enjoy it. As a bonus action, you may gain a number of temporary hit points equal to one Fortitude die per enemy within 5 ft up to a maximum of 3 enemies + your Constitution modifier (This feature ignores rolling an additional die for Defensive Positioning).

Once you use this feature you cannot use it again until you finish a long rest.

Unyielding Bastion

At 20th level, you become indomitable even in the face of impossible odds continuing to serve as a aegis against the darkness for those in need. When you roll initiative you can choose to roll your Fortitude die three times and gain that many temporary hit points. Additionally, choose any number of allies you can see to gain half that amount (rounded up).

Defensive Focus

Defending your allies is a key part of what makes Bastion, though how you go about protecting them differs from individual to individual. Your focus represents the skills and techniques you employ to protect your allies.

The Juggernaut

Juggernauts are true tanks of Bastions, constantly gaining temporary hitpoints, and sacrificing them to dish damage back to their opponents.

Unkillable

Easy way to gain small portions of temp hit points. Bonuses for having temp HP?

 

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