Base Class: Cleric
A True warrior recognizes the honor in fighting for those you love. The Gods of Battle also see this a the mark of a true Warrior. Defender clerics are willing to put their life on the line in order to keep people safe. They are Heroes of their time and fight not for glory nor fame, but rather fight for no reason other to keep others safe and to vanquish those who would do harm.
Bonus Proficiency
When you choose this domain at 1st level, you gain proficiency with heavy armor
Defenders Warcry
Starting at first level you can release a sonorous war cry targeted towards all hostile creatures within range. All hostile creatures within a 30 ft radius must make a charisma saving throw. On a failed save any attacks made or spells cast by the hostile creatures must target you you regardless of any allies around. The DC equals 8+number of allies+wisdom modifier. This affect lasts for up to 1 minute. On the beginning of each hostile creatures turn they can repeat the saving throw. If they succeed they are no longer compelled to target you
This feature can be used the number of times equal to your proficiency bonus. Uses recharge on a long rest.
Channel Divinity: Defender's Light.
Starting at second level whenever an ally's hit points are reduced to 0 within 60 feet of you, you can use your channel divinity Feature to heal them by 2d4. This healing is increased to 3d4 at level 6, 4d4 at level 10, 5d4 at level 14 and 6d4 at level 18.
Supportive Role
Starting at 6th level you gain Support Points. These points can be used to activate a number of abilities. The number of Support Points you have is equal to your wisdom modifier. All expended Support Points refresh after a long rest
Close Defender: When an Ally within 5 ft of you is targeted for an attack, you can use one Support Point as a reaction to help defend them and increase their AC by 2.
Heal Aid: You can you support points to heal a single ally by 1d4 per Support Point used.
Pain Split: whenever a target Ally takes damage, as a reaction you can use 1 Support Point to reduce the amount of damage that said target would take by half. And then you take the half of the damage that was taken away
(e.g if target ally takes 10 damage, you can reduce that damage to 5 and then you take 5 damage)
Defensive Dash: (prerequisite 11th level) If an ally within 20 ft of you is targeted with a ranged attack, you can use two Support Points to position yourself between the attacker and your ally. The range attack is now put against your AC. On a successful hit the attack still hits your ally.
Determined and Durable
Starting at 8th level, you gain a bonus to your AC and Initiative equal to the number of allies you have in combat (max 5). The AC bonus is only active during combat and does not apply during surprise rounds or sneak attacks against you.
Share the Strife
Starting at 17th level, if your HP are above 2 and were to drop to zero without killing you outright, you can survive with one HP remaining. This ability cannot be used again until your HP has been filled completely at least once.
Additionally if your Allies take damage during combat, half of that damage is stored (the damage will not be reduced unless you use your Pain Split ability). On your turn all damage stored during this rotation is added to your next Attack. If you do not attack before the end of the rotation the stored damage resets to zero.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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4/23/2022 9:45:13 PM
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15
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0
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5e
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Coming Soon
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