You gain 2 AC but lose 5 ft of movement speed while wearing heavy armour and carrying a shield.
3rd lvl: Taunt
You can use a bonus action to taunt an enemy, forcing them to make a DC(8+CHA+PB) wisdom save. If they fail, they gain +2 damage for attacks but are forced to only target you, they can repeat this save at the end of each of their turns.
5th lvl: Body block
As a reaction when an ally becomes the target of an attack within ten feet of you, you can throw yourself into the blow, granting the enemy advantage and becoming the target of the attack. if the enemy misses, your ally can make an attack or cast a cantrip.
10th lvl: Adamantine body
You cannot be critically hit, and you have resistance to non magical bludgeoning, piercing, and slashing damage.
15th lvl: Ward
You designate an ally as a ward, While this ally is within 30 ft you can use body block As if they were five feet away, enemies gain disadvantage on your taunt, and you take half of all damage dealt instead of them.
18th lvl: Undying protector
You become immune to non magical damage and resistant to magical bludgeoning, piercing, and slashing dmg, you regenerate 1D6 hit points at the end of your turn for every time you've taken damage, You have advantage on death saves and treat an 18-20 as a 20, and your taunt save becomes a DC(10+Con+Cha+PB) Charisma save.
No, it is not balanced. For comparison, the Forge Domain Cleric only gets resistance to BPS damage at 17th level. Immunity to most damage dealt by monsters is insane, and will actually make you a worse tank, because no intelligent creature will attack something that's not taking any damage. Other than that, it seems fine. I'm not sure about Ward from a flavor standpoint. It feels oddly supernatural for an otherwise very nonmagical subclass.
Yeah this is pretty busted. 5ft move is a nothing penalty, you can just be something like an Air Genasi or cast Longstrider to beat it. Taunt is insane control, just spam it until they're locked onto you, same with Body Block. Adamantine is passive concentration-free Stoneskin. Ward teleports you I guess? And Undying Protector reads like a 5.0 ability, "non-magical damage" isn't a thing anymore.
Tons of stuff are broken and lots of stuff is just missing - e.g. what's the range of Taunt? How often can you change your Ward? Can you stop having someone as your Ward if you are close to dying?
Heavy Guardian, Adamanine Body and Undying Protector are all completely busted power-wise.
If you take piercing, bludgeoning, or slashing damage while wearing heavy armour, reduce the amount you take by 3. [This is just giving Heavy Armour Master for free, one level early].
3rd lvl: Taunt
You can use a bonus action to taunt one enemy within 5 ft of you, forcing them to make a DC(8+CHA+PB) wisdom save. If they fail, they have disadvantage on attacks against creatures other than you. This effect ends if the creature leaves your Reach. [This provides synergy with Sentinel and Opportunity Attacks in general]
5th lvl: Body block
As a reaction when an ally becomes the target of an attack within ten feet of you, you can throw yourself into the blow, granting the enemy advantage and becoming the target of the attack. if the enemy misses, your ally can make an attack or cast a cantrip.
10th lvl: Unyielding
You have advantage on Strength saving throws. In addition, when you recover hit points from using your Second Wind ability you have Advantage on all attacks until the end of your turn.
15th lvl: Quick Response
When you use your Body Block ability you can move up to your speed as part of that reaction if the triggering ally is more than 10 feet from you. You must end this movement within 10 ft of the triggering ally. This movement does not provoke reactions.
15th lvl: Shared Might
When an ally you can see within 30 ft of you fails a saving throw, you can use your Indomitable and grant that ally the associated benefits. If the ally still fails the save you don't expend the use of Indomitable. You can only use this ability once per turn.
18th lvl: Undying protector
You gain resistance to bludgeoning, slashing and piercing damage, whenever you are stabilized from being at 0 hit points you immediately regain 1 hit point and become conscious.
I make a lot of homebrew stuff, but i'm never really sure it's balanced.
Is this too powerful?:
3rd lvl: Heavy guardian
You gain 2 AC but lose 5 ft of movement speed while wearing heavy armour and carrying a shield.
3rd lvl: Taunt
You can use a bonus action to taunt an enemy, forcing them to make a DC(8+CHA+PB) wisdom save. If they fail, they gain +2 damage for attacks but are forced to only target you, they can repeat this save at the end of each of their turns.
5th lvl: Body block
As a reaction when an ally becomes the target of an attack within ten feet of you, you can throw yourself into the blow, granting the enemy advantage and becoming the target of the attack. if the enemy misses, your ally can make an attack or cast a cantrip.
10th lvl: Adamantine body
You cannot be critically hit, and you have resistance to non magical bludgeoning, piercing, and slashing damage.
15th lvl: Ward
You designate an ally as a ward, While this ally is within 30 ft you can use body block As if they were five feet away, enemies gain disadvantage on your taunt, and you take half of all damage dealt instead of them.
18th lvl: Undying protector
You become immune to non magical damage and resistant to magical bludgeoning, piercing, and slashing dmg, you regenerate 1D6 hit points at the end of your turn for every time you've taken damage, You have advantage on death saves and treat an 18-20 as a 20, and your taunt save becomes a DC(10+Con+Cha+PB) Charisma save.
It doesn't look terribly unbalanced, some of it sounds neat. Is this for a fighter?
Try the homebrew forum
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Yeah, I wanted a heavily armoured character, but all the best tank subclasses are for barbarian and they can't use heavy armour.
No, it is not balanced. For comparison, the Forge Domain Cleric only gets resistance to BPS damage at 17th level. Immunity to most damage dealt by monsters is insane, and will actually make you a worse tank, because no intelligent creature will attack something that's not taking any damage. Other than that, it seems fine. I'm not sure about Ward from a flavor standpoint. It feels oddly supernatural for an otherwise very nonmagical subclass.
Yeah this is pretty busted. 5ft move is a nothing penalty, you can just be something like an Air Genasi or cast Longstrider to beat it. Taunt is insane control, just spam it until they're locked onto you, same with Body Block. Adamantine is passive concentration-free Stoneskin. Ward teleports you I guess? And Undying Protector reads like a 5.0 ability, "non-magical damage" isn't a thing anymore.
Tons of stuff are broken and lots of stuff is just missing - e.g. what's the range of Taunt? How often can you change your Ward? Can you stop having someone as your Ward if you are close to dying?
Heavy Guardian, Adamanine Body and Undying Protector are all completely busted power-wise.
If you would like a balanced version I'd suggest:
3rd lvl: Heavy guardian
If you take piercing, bludgeoning, or slashing damage while wearing heavy armour, reduce the amount you take by 3. [This is just giving Heavy Armour Master for free, one level early].
3rd lvl: Taunt
You can use a bonus action to taunt one enemy within 5 ft of you, forcing them to make a DC(8+CHA+PB) wisdom save. If they fail, they have disadvantage on attacks against creatures other than you. This effect ends if the creature leaves your Reach. [This provides synergy with Sentinel and Opportunity Attacks in general]
5th lvl: Body block
As a reaction when an ally becomes the target of an attack within ten feet of you, you can throw yourself into the blow, granting the enemy advantage and becoming the target of the attack. if the enemy misses, your ally can make an attack or cast a cantrip.
10th lvl: Unyielding
You have advantage on Strength saving throws. In addition, when you recover hit points from using your Second Wind ability you have Advantage on all attacks until the end of your turn.
15th lvl: Quick Response
When you use your Body Block ability you can move up to your speed as part of that reaction if the triggering ally is more than 10 feet from you. You must end this movement within 10 ft of the triggering ally. This movement does not provoke reactions.
15th lvl: Shared Might
When an ally you can see within 30 ft of you fails a saving throw, you can use your Indomitable and grant that ally the associated benefits. If the ally still fails the save you don't expend the use of Indomitable. You can only use this ability once per turn.
18th lvl: Undying protector
You gain resistance to bludgeoning, slashing and piercing damage, whenever you are stabilized from being at 0 hit points you immediately regain 1 hit point and become conscious.
thanks for the feedback, I'll make some changes to hopefully make it balanced.