Base Class: Fighter
The Defender is meant to be a subclass that is supposed to protect their teammates from harm, while still dishing out the hits. They don't deal as much damage compared to other subclasses, but they make up for it in defensive power.
Defensive Warrior
Beginning when you choose this archetype at 3rd level, you can choose two options that will affect you later on: Bulwark or Charger. No matter what you pick, you can use your shield as a weapon. When you attack with your shield, you can do 1d6 plus your strength modifier for damage this goes up to 1d8 plus strength at 10th level. In addition, when you choose this archetype at third level, any time you level up you gain an extra 4 hit points. Bulwark. Starting at 3rd level, when you choose this option, as a reaction when a creature next to you is about to be hit, you can interpose one of your shields between the attack and the creature, imposing disadvantage on the attack roll. Charger. When you choose this this option at 3rd level, you can move up to 10 ft. in a straight line as a bonus action. If a creature is in the line, you both must make a strength check. If you win, the creature is pushed 10 ft. away from you and takes 10 bludgeoning damage plus your proficiency bonus. If they succeed they take 5 bludgeoning damage plus your proficiency bonus and are not knocked prone, and you must stop moving. If the creature is Huge or larger, the effect is the same as if they win the strength contest. You can do this a number of times equal to your proficiency bonus.
Stronger Defense
At 7th level, you gain a feature that depends on what you chose at 3rd level. Bulwark. You can use your shields to be powerful defense materials. Your shields now give you and your teammates one-quarter cover when they are within five feet of you. Charger. You overpower enemies and slam them hard. Whenever you take your bonus action, you can impose disadvantage on their strength check. In addition, every time you use this you do 5 more bludgeoning damage if they fail or succeed the the check.
Spiked Striker
At 10th level, your can add spikes to you shields for a cost of 20 gold pieces. Once you do, all attacks made with your shield do an extra 1d8 piercing damage. If your shield is magic, the piercing damage is as well.
Defensive Obstruction
Starting at 15th level, you gain a feature that depends on what you chose at 3rd level. Bulwark. With your shields, you are a bastion of defense. Your shields give you plus 3 AC rather than plus 2, and you and your teammates gain half-cover while within 5 feet of you. Charger. You can block almost any path the enemy tries to take. As a bonus action, you can block enemies from moving past you within five feet of you. If and enemy tries, you can use your reaction to shield bash them. In addition, if you succeed, you can push them up to 15 feet away and knock them prone. While using this bonus actions, ranged attacks going at you don't hit, and ranged attacks going past you have disadvantage.
Ultimate Bastion
Once you reach 18th level, you gain something that depends on what you chose at 3rd level. Bulwark. You become the ultimate shield of protecting teammates. Your shields provide plus 4 AC rather than plus 3. In addition, you and your teammates gain full cover whenever they are within 5 feet of you. Charger. You can blockade enemies from going almost anywhere. Whenever and enemy moves into your reach, you can make an attack against them. If it hits, you can move up to your speed while pushing them. Once you are done moving, you can make a second attack with advantage. If it hits, the enemy is knocked prone.
Comments