Defender

From bodyguards for underworld kingpins to knighted shieldbearers for noble lords, fighters who are trained themselves to protect claim the title Defender. Fortifying their position by way of defensive stances and techniques, these fighters are master guardians and protectors.

Defensive Stance

Beginning when you choose this archetype at 3rd level, you can enter into an uncompromising protective technique fortified with determination. On your turn you can enter a defensive stance as a bonus action, and gain temporary hit points equal to half your fighter level (minimum 1) . While in a defensive stance the following rules apply:

  • You can take a bonus action on each of your subsequent turns to use either the Dodge or Guard action.
  • You have advantage on ability checks and saving throws to avoid being moved against your will or knocked prone. This includes teleportation and interplanar travel.
  • Your walking speed is reduced to 15 feet if it isn’t already lower, and you can’t take the Dash action.

You can hold your defensive stance for 1 minute. It ends early if you are knocked unconscious or if you are unwillingly moved or knocked prone.

You can enter your defensive stance three times, and regain all expended uses when you finish a long rest. If you finish a short rest and have no remaining uses, you regain one.

Unmatched Bravery

Beginning at 7th level, if you fail a saving throw against being frightened, you can choose to succeed instead. Once you use this feature you must finish a short or long rest before you can do so again.

Armor Maven

Starting at 10th level, your techniques allow you to deflect the power of blows made against your allies. When you are wearing armor and in your defensive stance, all allies within 5 feet gain a +1 bonus to their AC. This bonus increases to +2 at 18th level.

Testudo Tactics

Starting at 15th level, you can allow bursts of movement without compromising the defenses of you and your allies. Opportunity attacks made against you or allies within 5 feet of you are made with disadvantage.

Last Word

At 18th level, if an effect or attack would knock you unconscious or kill you, you can make a melee attack against the creature that made the attack or caused the effect if that creature is within your reach. You have advantage on the attack and if it hits, the attack does the maximum possible damage.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

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