Protector

Martial
| Homebrew

Protectors are knights of noble heart who have sworn to stand between danger and the people, ideals, or places they hold dear. Where other warriors seek to end a fight quickly, a Protector seeks to control it, planting themselves at the heart of the battle and daring their foes to look anywhere else.

A Protector's shield is both a wall and a weapon. Their fighting style favors parries, counters, and iron discipline over reckless aggression, but a Protector who sees an opening can turn a shield's edge or boss into a blow as punishing as any blade. Some hone this calling as duelists and champions, others as unshakable bulwarks, and others still as battlefield leaders who turn the tide simply by refusing to fall.

Wherever they serve Protectors measure their worth not in kills but in what they kept safe. Their presence reassures allies as surely as it unsettles enemies, and it is this steadfastness, more than any blow they land, that makes them indispensable in a fight.

Core Protector Traits

Primary Ability Constitution
Hit Point Die d12 per Protector level
Saving Throw Proficiencies Constitution, Charisma
Skill Proficiencies Choose 2 from Animal Handling, Athletics, Insight, Intimidation, Performance, Persuasion
Weapon Proficiencies Simple weapons, Martial weapons that have the Finesse or Light property
Armor Training Light armor, Medium armor, Shields
Starting Equipment Choose A or B: (A) Shortsword, Buckler, Dart (5), Scale Mail, Explorer's Pack or (B) Pavise, Simple Melee weapon of your choice, Scale Mail, Explorer's Pack

Becoming a Protector...

As a Level 1 Protector

  • Gain all the traits in the Core Protector Traits table.
  • Gain the Protector's level 1 features, which are listed in the Protector Features table.

As a Multiclass Protector

  • Gain the following traits from the Core Protector Traits table: Hit Point Die and training with Light and Medium armor and Shields.
  • Gain the Protector's level 1 features, which are listed in the Protector Features table.

Protector Features

Level 1

Fighting Style

You have honed your martial prowess and gain a Fighting Style feat of your choice. Defense is recommended. Whenever you gain a Protector level, you can replace the feat you chose with a different Fighting Style feat.

Reactive Defense

You can use your reaction to move around the battlefield and protect your allies. You can also gain an additionnal reaction.

  • As a bonus action, you can gain an additional reaction until the start of your next turn. You can only use one reaction per turn.
  • When an ally is targeted by an attack and is not restrained or grappled, as a reaction, you can move up to 10 feet. Then, if you are within 5 feet of that ally, you can exchange your position with them to become the new target of the attack. If you are hit by that attack while you are wielding a shield, you can reduce the damage you take by your Constitution modifier (to a minimum of 0 damage). Neither you, nor your ally provoke opportunity attacks when moving using this feature. You cannot use this ability if your speed is equal to 0.

Shield Warfare

When making a melee attack with a shield, you can use your Constitution modifier for the attack and damage rolls instead of Strength. Additionally, you gain the following feature depending on what shield you are wielding:

  • Pavise: when you make a grapple as a special melee attack, you can treat one hand occupied by a pavise as a free hand for the purpose of initiating and maintaining that grapple. Additionallty, you can use your Constitution modifier instead of your Strength modifier for Athletics checks.
  • Shield: your shields gain the light property.
  • Buckler: when you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action.

Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Shortsword and Buckler. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices. When you reach certain Protector levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Protector Features table.

Level 2

Knight Studies

You have trained for years to become a worthy knight. You gain proficiency in one of the following skills of your choice: Arcana, History, Nature, or Religion.

Reaction Surge

You can force your body beyond its natural limits by drastically increasing your blood flow and neural responsiveness. To you, the world seems to move in slow motion. When you activate this feature, you gain one additional reaction until start of your next turn and heroic inpsiration. Once you use this feature, you must finish a short or long rest before you can use it again.

Shield Slam

Once per turn, when making a melee attack while wielding a shield, you can add half your Protector level (rounded up) to the damage of the attack.

Level 3

Protector Archetype

You choose an archetype that shapes your will to defend your friends from the list of available archetypes. Your choice grants you archetype features at 3rd, 6th, 10th, and 14th levels.

Level 4

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 5

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Level 6

Archetype Feature

You gain a feature from your Protector Archetype.

Level 8

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 9

Improved Shield Warfare

You gain the following feature depending on what shield you are wielding:

  • Pavise: as a bonus action, you can choose a number of creatures equal to your Charisma modifier (minimum of one) within 30 feet of you that can see and hear you. Targeted creatures have disadvantage on attack rolls against targets other than you until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.
  • Shield: if you hit a creature with a melee attack roll using a shield, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
  • Buckler: when you hit an enemy with a melee attack using a buckler, you deal maximum damage instead of rolling.

Level 10

Archetype Feature

You gain a feature from your Protector Archetype.

Level 11

Concussing Slam

Once per turn, when you hit an enemy with a melee attack using a shield, you can reduce its movement speed by 10 feet until the start of your next turn or attempt to shove the target as part of the attack.

Level 12

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 14

Archetype Feature

You gain a feature from your Protector Archetype.

Level 15

Improved Reactive Defense

When you use Reactive Defense, you can move up to half your speed instead of 10 feet and you can move across difficult terrain without expending extra movement if you are using your walking speed on the ground or a floor. Additionally, you can improve your defense in one of the following ways :

  • On a miss, you regain hit points equal to 1d12 + your Constitution modifier.
  • On a hit, you gain a +2 bonus to AC until the start of your next turn.
  • You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a Long rest.

Level 16

Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 17

Reaction Surge (two uses)

You can use Action Surge twice before a rest, but only once on the same turn.

Level 18

Concussing Slam

Once per turn, when you hit an enemy with a melee attack using a shield, you can attempt to shove the target as part of the attack.

Knowledgeable Knight

You gain expertise in one skill of your choice among Arcana, History, Nature, and Religion in which you don't already have expertise.

Level 19

Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.

Level 20

Eye for an Eye

While using Reactive Defense, if the creature that triggered your Reactive Defense hits you with its attack and is within 5 feet of you, you can immediately make one melee weapon attack against that creature as part of the same reaction.