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.
Colossus protectors are built like tanks, using their massive bodies to shield their allies and control the battlefield. Their presence alone can be enough to dissuade enemies from attacking their allies, and they excel at restraining foes and holding the line.
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Gladiators master a fine and versatile fighting style, using a martial weapon of their choice to strike down their foes. They are also able to inspire their allies and intimidate their enemies with their presence on the battlefield. Gladiators are often found in arenas, fighting for the entertainment of the masses.
Dedicated to one of their party member, guardians use magic to empower and heal their Damsel in Distress. They are the ultimate protectors, always ready to jump in front of an attack to save their ally.
A dwarf only archetype, that let's you use your spiked armor to retaliate against melee attacks. The hedgehog use a fighting style based on punishing enemy attacks and imprecise positioning. The hedgehog is a stalwart defender, always ready to endure a blow to protect their allies and strike back at the attacker's face.
Zweischilder protectors dual wield shields as deadly weapons to strike down foes. Doing so exposes them to attacks, making them a priority target. They rely on careful positioning and timing to take down enemies and survive on the battlefield.
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 | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 2 |
| 3 | +2 | Protector Archetype | 2 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 3 |
| 6 | +3 | Archetype Feature | 3 |
| 7 | +3 | - | 3 |
| 8 | +3 | Ability Score Improvement | 3 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Archetype Feature | 4 |
| 11 | +4 | Concussing Slam | 4 |
| 12 | +4 | Ability Score Improvement | 4 |
| 13 | +5 | - | 4 |
| 14 | +5 | Archetype Feature | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Reaction Surge (two uses) | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 4 |
| 19 | +6 | Epic Boon | 4 |
| 20 | +6 | Eye for an Eye | 4 |
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 2 |
| 3 | +2 | Immovable, Restriction — Medium Only, Window of Opportunity | 2 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 3 |
| 6 | +3 | Colossus 6 | 3 |
| 7 | +3 | - | 3 |
| 8 | +3 | Ability Score Improvement | 3 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Improved Window of Opportunity | 4 |
| 11 | +4 | Concussing Slam | 4 |
| 12 | +4 | Ability Score Improvement | 4 |
| 13 | +5 | - | 4 |
| 14 | +5 | Steady as a Mountain | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Reaction Surge (two uses) | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 4 |
| 19 | +6 | Epic Boon | 4 |
| 20 | +6 | Eye for an Eye | 4 |
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
Immovable
Your massive body makes your presence the same as one of a wall.
- You cannot be moved against your will from non magical means.
- If you are between an attacker and its target and not unconscious or prone, you give the target full cover instead of half cover.
Restriction — Medium Only
Only medium races can follow the Colossus Archetype. For a creature to be considered a colossus it demands a broad frame and imposing stature beyond what smaller creatures can physically provide.
Window of Opportunity
Each time you hit a creature with a melee attack roll using a two-handed weapon, you can make an unarmed strike against that creature. Additionally, you can use your Constitution modifier instead of your Strength modifier for the attack and damage rolls of your unarmed strikes.
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
Colossus 6
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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
Improved Window of Opportunity
When using your Window of Opportunity feature, you can make the unarmed strike against every creature that is also within your reach.
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
Steady as a Mountain
You gain resistance to nonmagical damage.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| 3 | +2 | Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 2 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 3 |
| 5 | +3 | Extra Attack | 2 | 4 | 3 | 0 | 0 | 0 | 3 |
| 6 | +3 | Battlecry | 2 | 4 | 3 | 0 | 0 | 0 | 3 |
| 7 | +3 | - | 2 | 5 | 4 | 2 | 0 | 0 | 3 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 3 |
| 9 | +4 | Improved Shield Warfare | 2 | 6 | 4 | 2 | 0 | 0 | 3 |
| 10 | +4 | Louder and Prouder | 3 | 7 | 4 | 3 | 0 | 0 | 4 |
| 11 | +4 | Concussing Slam | 3 | 8 | 4 | 3 | 0 | 0 | 4 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 4 |
| 13 | +5 | - | 3 | 9 | 4 | 3 | 2 | 0 | 4 |
| 14 | +5 | One for all, all for one | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 15 | +5 | Improved Reactive Defense | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 17 | +6 | Reaction Surge (two uses) | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 4 |
| 20 | +6 | Eye for an Eye | 3 | 13 | 4 | 3 | 3 | 1 | 4 |
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
Spellcasting
The Frontline Cheerleader archetype grants you the ability to cast spells, drawing on the power of the abjuration and transmutation schools to reinforce your allies and control the battlefield.
- You augment your protective prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips: you learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
- Spell Slots: the Frontline Cheerleader Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you have a 1st-level spell slot and a 2nd-level spell slot available, you can cast a 1st-level spell using either slot.
- Spells Known of 1st-Level and Higher: you know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.
- The Spells Known column of the Frontline Cheerleader Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability: charisma is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + Charisma modifier + Proficiency Bonus
- Spell attack modifier = Charisma modifier + Proficiency Bonus
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
Battlecry
When initiative is rolled, friendly creatures within 15 feet of the Frontline Cheerleader gain a bonus to their initiative rolls equal to the Frontline Cheerleader’s Charisma modifier (minimum bonus of 1)
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
Louder and Prouder
Increase the range of the battlecry feature by 15 feet. Additionally, when you use your battlecry feature, friendly creatures within range gain temporary hit points equal to your Charisma modifier (minimum of 1).
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
One for all, all for one
Your dedication to protecting your allies inspires those around you. At the end of a short or long rest, if you are present, you and each friendly creature of your choice who completed the rest with you gain Inspiration.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 2 |
| 3 | +2 | Versatile Mastery | 2 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 3 |
| 6 | +3 | Glorious Commander | 3 |
| 7 | +3 | - | 3 |
| 8 | +3 | Ability Score Improvement | 3 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Fearless, Opportunistic Strike | 4 |
| 11 | +4 | Concussing Slam | 4 |
| 12 | +4 | Ability Score Improvement | 4 |
| 13 | +5 | - | 4 |
| 14 | +5 | Spellbreaker | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Reaction Surge (two uses) | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 4 |
| 19 | +6 | Epic Boon | 4 |
| 20 | +6 | Eye for an Eye | 4 |
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
Versatile Mastery
You master a versatile fighting style using a martial weapon of your choice.
- You gain proficiency with one melee martial weapon of your choice.
- While wielding a versatile weapon in one hand, you can use its two-handed damage die for melee attacks. Additionally, your versatile weapons gain the finesse property, allowing you to use your Dexterity modifier for attack and damage rolls instead of Strength.
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
Glorious Commander
You are able to frighten your enemies or inspire your allies with your presence on the battlefield. you can unleash a fearsome battle cry that unsettles your foes.
- Supremacy: As a bonus action, choose a number of creatures you can see within 30 feet of you up to your Charisma modifier (minimum of one creature). Each target must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the start of your next turn.
- Battle Command. As a bonus action, you can target one ally you can see within 30 feet of you. If the target can see and hear you, they can use their reaction to make one melee weapon attack or take the Hide action.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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
Fearless
You are immune to the frightened condition.
Opportunistic Strike
When you hit a creature suffering from impaired mobility (such as being grappled, prone, restrained, or affected by an effect that reduces its speed) with a versatile weapon, you can roll the weapon’s one-handed damage die and add it to the damage roll.
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
Spellbreaker
You can disrupt the concentration of spellcasters and protect yourself from harmful spells.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.
- You gain advantage on saving throws against spells that target only you.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| 3 | +2 | Knight in Shining Armor, Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 2 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 3 |
| 5 | +3 | Extra Attack | 2 | 4 | 3 | 0 | 0 | 0 | 3 |
| 6 | +3 | From the bottom of the heart | 2 | 4 | 3 | 0 | 0 | 0 | 3 |
| 7 | +3 | - | 2 | 5 | 4 | 2 | 0 | 0 | 3 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 3 |
| 9 | +4 | Improved Shield Warfare | 2 | 6 | 4 | 2 | 0 | 0 | 3 |
| 10 | +4 | Giving a hand | 3 | 7 | 4 | 3 | 0 | 0 | 4 |
| 11 | +4 | Concussing Slam | 3 | 8 | 4 | 3 | 0 | 0 | 4 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 4 |
| 13 | +5 | - | 3 | 9 | 4 | 3 | 2 | 0 | 4 |
| 14 | +5 | Stand United | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 15 | +5 | Improved Reactive Defense | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 17 | +6 | Reaction Surge (two uses) | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 4 |
| 20 | +6 | Eye for an Eye | 3 | 13 | 4 | 3 | 3 | 1 | 4 |
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
Knight in Shining Armor
You are completely devoted to protecting one of your allies, your Damsel in Distress.
- Damsel in Distress: choose another willing player character. That player character becomes your Damsel in Distress. This choice cannot be changed unless your Damsel in Distress dies. When you cast a spell that has a range of Self, you can have that spell target your Damsel in Distress instead of yourself, provided your Damsel in Distress is within 5 feet of you and the spell could affect that creature. Whenever you cast a spell that targets a creature other than yourself, your Damsel in Distress is the only player character you can target. You are still considered the caster of the spell.
- Whenever the Protector learns or prepares a spell from a school other than Abjuration or Enchantment, that spell must not deal damage.
Spellcasting
The Guardian archetype grants you the ability to cast spells, drawing on the power of the abjuration and enchantment schools to protect your Damsel in Distress and control the battlefield.
- You augment your protective prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips: you learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
- Spell Slots: the Guardian Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you have a 1st-level spell slot and a 2nd-level spell slot available, you can cast a 1st-level spell using either slot.
- Spells Known of 1st-Level and Higher: you know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and enchantment spells on the wizard spell list.
- The Spells Known column of the Guardian Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability: Charisma is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + Charisma modifier + Proficiency Bonus
- Spell attack modifier = Charisma modifier + Proficiency Bonus
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
From the bottom of the heart
As a reaction, when your Damsel in Distress makes an attack or damage roll, you can recite a poem to them. When you do so, they gain the ability to reroll one of the dice. They must use the new roll. You can only use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.
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
Giving a hand
As a bonus action, you can end the grappled condition affecting your Damsel in Distress or allow them to stand up without movement.
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
Stand United
All player characters are considered your Damsel in Distress.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 2 |
| 3 | +2 | Metal Retaliation, Restriction — Dwarf Only | 2 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 3 |
| 6 | +3 | Wrecking Rush | 3 |
| 7 | +3 | - | 3 |
| 8 | +3 | Ability Score Improvement | 3 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Sharpened Spikes | 4 |
| 11 | +4 | Concussing Slam | 4 |
| 12 | +4 | Ability Score Improvement | 4 |
| 13 | +5 | - | 4 |
| 14 | +5 | All Rolled Up | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Reaction Surge (two uses) | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 4 |
| 19 | +6 | Epic Boon | 4 |
| 20 | +6 | Eye for an Eye | 4 |
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
Metal Retaliation
When you are hit by a melee attack while your are wearing a spiked armor, you can deal piercing damage equal to your 1d4 + Constitution modifier (minimum bonus of 1).
Restriction — Dwarf Only
Only dwarves can follow the Hedgehog archetype. It is an ancestral fighting tradition, inspired from a cute but deadly creature.
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
Wrecking Rush
As an action, while you are wearing a spiked armor. You curl into a rolling mass of steel and spikes and move in a straight line up to your speed. During this movement, you can move through the space of creature of your size or smaller. That creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 4d4 + your Dexterity modifier piercing damage and fall prone. On a successful save, the creature takes no damage and isn’t knocked prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. At the end of the rush you can choose to stand up or drop prone.
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
Sharpened Spikes
The damage dice of your metal retaliation and wrecking rush features increase to 1d8.
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
All Rolled Up
While you are prone and not wielding a two-handed weapon or shield, you gain resistance to bludgeoning, piercing, and slashing damage. Additionally, your metal retaliation and wrecking rush damage dice increase to a d12 while you are prone. Whenever you use Wrecking Rush while prone, crawling doesn't cost you extra movement.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Fighting Style, Reactive Defense, Shield Warfare, Weapon Mastery | 2 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 2 |
| 3 | +2 | Dual Wierlding Shields, Reckless Slam | 2 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 3 |
| 6 | +3 | Critical Defense | 3 |
| 7 | +3 | - | 3 |
| 8 | +3 | Ability Score Improvement | 3 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Piercing Slam | 4 |
| 11 | +4 | Concussing Slam | 4 |
| 12 | +4 | Ability Score Improvement | 4 |
| 13 | +5 | - | 4 |
| 14 | +5 | Double Down | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Reaction Surge (two uses) | 4 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 4 |
| 19 | +6 | Epic Boon | 4 |
| 20 | +6 | Eye for an Eye | 4 |
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
Dual Wierlding Shields
You can wield two shields at the same time and gain both of their bonuses to AC, the shields musn't have any magical armor upgrades. You can ignore shields' condition to only wield one shield at a time.
Reckless Slam
When you make your first attack on your turn while attacking with a shield, you can decide to attack recklessly. Doing so gives you advantage on shield attack rolls and attack rolls against you have advantage until the start of your next turn.
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
Critical Defense
When you receive damage, shield attacks you make on your next turn score a critical hit on a roll reduced by 1, to a minimum of 18. This effect ends after that attack.
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
Piercing Slam
During your turn, as a bonus action, you can choose to have your shield attack ignore resistance to bludgeoning, piercing and slashing damage. You can use this ability once per turn.
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
Double Down
Whenever you make an attack with shield from two-weapon fighting, you can make an additional attack with the same shield as part of the same bonus action.
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.
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.
Colossus protectors are built like tanks, using their massive bodies to shield their allies and control the battlefield. Their presence alone can be enough to dissuade enemies from attacking their allies, and they excel at restraining foes and holding the line.
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Gladiators master a fine and versatile fighting style, using a martial weapon of their choice to strike down their foes. They are also able to inspire their allies and intimidate their enemies with their presence on the battlefield. Gladiators are often found in arenas, fighting for the entertainment of the masses.
Dedicated to one of their party member, guardians use magic to empower and heal their Damsel in Distress. They are the ultimate protectors, always ready to jump in front of an attack to save their ally.
A dwarf only archetype, that let's you use your spiked armor to retaliate against melee attacks. The hedgehog use a fighting style based on punishing enemy attacks and imprecise positioning. The hedgehog is a stalwart defender, always ready to endure a blow to protect their allies and strike back at the attacker's face.
Zweischilder protectors dual wield shields as deadly weapons to strike down foes. Doing so exposes them to attacks, making them a priority target. They rely on careful positioning and timing to take down enemies and survive on the battlefield.
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 | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 1 |
| 3 | +2 | Protector Archetype | 1 |
| 4 | +2 | Ability Score Improvement | 1 |
| 5 | +3 | Extra Attack | 2 |
| 6 | +3 | Archetype Feature | 2 |
| 7 | +3 | - | 2 |
| 8 | +3 | Ability Score Improvement | 2 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Archetype Feature | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 4 |
| 14 | +5 | Archetype Feature | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 5 |
| 19 | +6 | Epic Boon | 5 |
| 20 | +6 | Eye for an Eye | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 1 |
| 3 | +2 | Immovable, Restriction — Medium Only, Window of Opportunity | 1 |
| 4 | +2 | Ability Score Improvement | 1 |
| 5 | +3 | Extra Attack | 2 |
| 6 | +3 | Colossus 6 | 2 |
| 7 | +3 | - | 2 |
| 8 | +3 | Ability Score Improvement | 2 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Improved Window of Opportunity | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 4 |
| 14 | +5 | Steady as a Mountain | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 5 |
| 19 | +6 | Epic Boon | 5 |
| 20 | +6 | Eye for an Eye | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Immovable
Your massive body makes your presence the same as one of a wall.
- You cannot be moved against your will from non magical means.
- If you are between an attacker and its target and not unconscious or prone, you give the target full cover instead of half cover.
Restriction — Medium Only
Only medium races can follow the Colossus Archetype. For a creature to be considered a colossus it demands a broad frame and imposing stature beyond what smaller creatures can physically provide.
Window of Opportunity
Each time you hit a creature with a melee attack roll using a two-handed weapon, you can make an unarmed strike against that creature. Additionally, you can use your Constitution modifier instead of your Strength modifier for the attack and damage rolls of your unarmed strikes.
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
Colossus 6
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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
Improved Window of Opportunity
When using your Window of Opportunity feature, you can make the unarmed strike against every creature that is also within your reach.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
Steady as a Mountain
You gain resistance to nonmagical damage.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
| 3 | +2 | Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 1 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 1 |
| 5 | +3 | Extra Attack | 2 | 4 | 3 | 0 | 0 | 0 | 2 |
| 6 | +3 | Battlecry | 2 | 4 | 3 | 0 | 0 | 0 | 2 |
| 7 | +3 | - | 2 | 5 | 4 | 2 | 0 | 0 | 2 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 2 |
| 9 | +4 | Improved Shield Warfare | 2 | 6 | 4 | 2 | 0 | 0 | 3 |
| 10 | +4 | Louder and Prouder | 3 | 7 | 4 | 3 | 0 | 0 | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 | 8 | 4 | 3 | 0 | 0 | 3 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 3 |
| 13 | +5 | - | 3 | 9 | 4 | 3 | 2 | 0 | 4 |
| 14 | +5 | One for all, all for one | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 15 | +5 | Improved Reactive Defense | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 3 | 11 | 4 | 3 | 3 | 0 | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 3 | 11 | 4 | 3 | 3 | 0 | 5 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 5 |
| 20 | +6 | Eye for an Eye | 3 | 13 | 4 | 3 | 3 | 1 | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Spellcasting
The Frontline Cheerleader archetype grants you the ability to cast spells, drawing on the power of the abjuration and transmutation schools to reinforce your allies and control the battlefield.
- You augment your protective prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips: you learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
- Spell Slots: the Frontline Cheerleader Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you have a 1st-level spell slot and a 2nd-level spell slot available, you can cast a 1st-level spell using either slot.
- Spells Known of 1st-Level and Higher: you know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.
- The Spells Known column of the Frontline Cheerleader Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or transmutation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability: charisma is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + Charisma modifier + Proficiency Bonus
- Spell attack modifier = Charisma modifier + Proficiency Bonus
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
Battlecry
When initiative is rolled, friendly creatures within 15 feet of the Frontline Cheerleader gain a bonus to their initiative rolls equal to the Frontline Cheerleader’s Charisma modifier (minimum bonus of 1)
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
Louder and Prouder
Increase the range of the battlecry feature by 15 feet. Additionally, when you use your battlecry feature, friendly creatures within range gain temporary hit points equal to your Charisma modifier (minimum of 1).
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
One for all, all for one
Your dedication to protecting your allies inspires those around you. At the end of a short or long rest, if you are present, you and each friendly creature of your choice who completed the rest with you gain Inspiration.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 1 |
| 3 | +2 | Versatile Mastery | 1 |
| 4 | +2 | Ability Score Improvement | 1 |
| 5 | +3 | Extra Attack | 2 |
| 6 | +3 | Glorious Commander | 2 |
| 7 | +3 | - | 2 |
| 8 | +3 | Ability Score Improvement | 2 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Fearless, Opportunistic Strike | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 4 |
| 14 | +5 | Spellbreaker | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 5 |
| 19 | +6 | Epic Boon | 5 |
| 20 | +6 | Eye for an Eye | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Versatile Mastery
You master a versatile fighting style using a martial weapon of your choice.
- You gain proficiency with one melee martial weapon of your choice.
- While wielding a versatile weapon in one hand, you can use its two-handed damage die for melee attacks. Additionally, your versatile weapons gain the finesse property, allowing you to use your Dexterity modifier for attack and damage rolls instead of Strength.
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
Glorious Commander
You are able to frighten your enemies or inspire your allies with your presence on the battlefield. you can unleash a fearsome battle cry that unsettles your foes.
- Supremacy: As a bonus action, choose a number of creatures you can see within 30 feet of you up to your Charisma modifier (minimum of one creature). Each target must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier or become frightened of you until the start of your next turn.
- Battle Command. As a bonus action, you can target one ally you can see within 30 feet of you. If the target can see and hear you, they can use their reaction to make one melee weapon attack or take the Hide action.
- You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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
Fearless
You are immune to the frightened condition.
Opportunistic Strike
When you hit a creature suffering from impaired mobility (such as being grappled, prone, restrained, or affected by an effect that reduces its speed) with a versatile weapon, you can roll the weapon’s one-handed damage die and add it to the damage roll.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
Spellbreaker
You can disrupt the concentration of spellcasters and protect yourself from harmful spells.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw to maintain its concentration.
- You gain advantage on saving throws against spells that target only you.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Cantrips | Prepared Spells | Spell Slots per Spell Level | Weapon Mastery | |||
|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | ||||||
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 0 | 0 | 0 | 0 | 0 | 0 | 1 |
| 3 | +2 | Knight in Shining Armor, Spellcasting | 2 | 3 | 2 | 0 | 0 | 0 | 1 |
| 4 | +2 | Ability Score Improvement | 2 | 4 | 3 | 0 | 0 | 0 | 1 |
| 5 | +3 | Extra Attack | 2 | 4 | 3 | 0 | 0 | 0 | 2 |
| 6 | +3 | From the bottom of the heart | 2 | 4 | 3 | 0 | 0 | 0 | 2 |
| 7 | +3 | - | 2 | 5 | 4 | 2 | 0 | 0 | 2 |
| 8 | +3 | Ability Score Improvement | 2 | 6 | 4 | 2 | 0 | 0 | 2 |
| 9 | +4 | Improved Shield Warfare | 2 | 6 | 4 | 2 | 0 | 0 | 3 |
| 10 | +4 | Giving a hand | 3 | 7 | 4 | 3 | 0 | 0 | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 | 8 | 4 | 3 | 0 | 0 | 3 |
| 12 | +4 | Ability Score Improvement | 3 | 8 | 4 | 3 | 0 | 0 | 3 |
| 13 | +5 | - | 3 | 9 | 4 | 3 | 2 | 0 | 4 |
| 14 | +5 | Stand United | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 15 | +5 | Improved Reactive Defense | 3 | 10 | 4 | 3 | 2 | 0 | 4 |
| 16 | +5 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 0 | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 3 | 11 | 4 | 3 | 3 | 0 | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 3 | 11 | 4 | 3 | 3 | 0 | 5 |
| 19 | +6 | Epic Boon | 3 | 12 | 4 | 3 | 3 | 1 | 5 |
| 20 | +6 | Eye for an Eye | 3 | 13 | 4 | 3 | 3 | 1 | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Knight in Shining Armor
You are completely devoted to protecting one of your allies, your Damsel in Distress.
- Damsel in Distress: choose another willing player character. That player character becomes your Damsel in Distress. This choice cannot be changed unless your Damsel in Distress dies. When you cast a spell that has a range of Self, you can have that spell target your Damsel in Distress instead of yourself, provided your Damsel in Distress is within 5 feet of you and the spell could affect that creature. Whenever you cast a spell that targets a creature other than yourself, your Damsel in Distress is the only player character you can target. You are still considered the caster of the spell.
- Whenever the Protector learns or prepares a spell from a school other than Abjuration or Enchantment, that spell must not deal damage.
Spellcasting
The Guardian archetype grants you the ability to cast spells, drawing on the power of the abjuration and enchantment schools to protect your Damsel in Distress and control the battlefield.
- You augment your protective prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
- Cantrips: you learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
- Spell Slots: the Guardian Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- For example, if you have a 1st-level spell slot and a 2nd-level spell slot available, you can cast a 1st-level spell using either slot.
- Spells Known of 1st-Level and Higher: you know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and enchantment spells on the wizard spell list.
- The Spells Known column of the Guardian Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or enchantment spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or enchantment spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability: Charisma is your spellcasting ability for your wizard spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
- Spell save DC = 8 + Charisma modifier + Proficiency Bonus
- Spell attack modifier = Charisma modifier + Proficiency Bonus
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
From the bottom of the heart
As a reaction, when your Damsel in Distress makes an attack or damage roll, you can recite a poem to them. When you do so, they gain the ability to reroll one of the dice. They must use the new roll. You can only use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest.
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
Giving a hand
As a bonus action, you can end the grappled condition affecting your Damsel in Distress or allow them to stand up without movement.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
Stand United
All player characters are considered your Damsel in Distress.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 1 |
| 3 | +2 | Metal Retaliation, Restriction — Dwarf Only | 1 |
| 4 | +2 | Ability Score Improvement | 1 |
| 5 | +3 | Extra Attack | 2 |
| 6 | +3 | Wrecking Rush | 2 |
| 7 | +3 | - | 2 |
| 8 | +3 | Ability Score Improvement | 2 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Sharpened Spikes | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 4 |
| 14 | +5 | All Rolled Up | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 5 |
| 19 | +6 | Epic Boon | 5 |
| 20 | +6 | Eye for an Eye | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Metal Retaliation
When you are hit by a melee attack while your are wearing a spiked armor, you can deal piercing damage equal to your 1d4 + Constitution modifier (minimum bonus of 1).
Restriction — Dwarf Only
Only dwarves can follow the Hedgehog archetype. It is an ancestral fighting tradition, inspired from a cute but deadly creature.
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
Wrecking Rush
As an action, while you are wearing a spiked armor. You curl into a rolling mass of steel and spikes and move in a straight line up to your speed. During this movement, you can move through the space of creature of your size or smaller. That creature must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or take 4d4 + your Dexterity modifier piercing damage and fall prone. On a successful save, the creature takes no damage and isn’t knocked prone. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. At the end of the rush you can choose to stand up or drop prone.
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
Sharpened Spikes
The damage dice of your metal retaliation and wrecking rush features increase to 1d8.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
All Rolled Up
While you are prone and not wielding a two-handed weapon or shield, you gain resistance to bludgeoning, piercing, and slashing damage. Additionally, your metal retaliation and wrecking rush damage dice increase to a d12 while you are prone. Whenever you use Wrecking Rush while prone, crawling doesn't cost you extra movement.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.
Protector Features
| Level | Proficiency Bonus | Class Features | Weapon Mastery |
|---|---|---|---|
| 1 | +2 | Reactive Defense, Shield Warfare, Weapon Mastery | 1 |
| 2 | +2 | Knight Studies, Reaction Surge, Shield Slam | 1 |
| 3 | +2 | Dual Wierlding Shields, Reckless Slam | 1 |
| 4 | +2 | Ability Score Improvement | 1 |
| 5 | +3 | Extra Attack | 2 |
| 6 | +3 | Critical Defense | 2 |
| 7 | +3 | - | 2 |
| 8 | +3 | Ability Score Improvement | 2 |
| 9 | +4 | Improved Shield Warfare | 3 |
| 10 | +4 | Piercing Slam | 3 |
| 11 | +4 | Two Extra Attacks, Concussing Slam | 3 |
| 12 | +4 | Ability Score Improvement | 3 |
| 13 | +5 | - | 4 |
| 14 | +5 | Double Down | 4 |
| 15 | +5 | Improved Reactive Defense | 4 |
| 16 | +5 | Ability Score Improvement | 4 |
| 17 | +6 | Three Extra Attacks, Reaction Surge (two uses) | 5 |
| 18 | +6 | Concussing Slam, Knowledgeable Knight | 5 |
| 19 | +6 | Epic Boon | 5 |
| 20 | +6 | Eye for an Eye | 5 |
Level 1
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 three 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 higher level mastery properties, 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
Dual Wierlding Shields
You can wield two shields at the same time and gain both of their bonuses to AC, the shields musn't have any magical armor upgrades. You can ignore shields' condition to only wield one shield at a time.
Reckless Slam
When you make your first attack on your turn while attacking with a shield, you can decide to attack recklessly. Doing so gives you advantage on shield attack rolls and attack rolls against you have advantage until the start of your next turn.
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
Critical Defense
When you receive damage, shield attacks you make on your next turn score a critical hit on a roll reduced by 1, to a minimum of 18. This effect ends after that attack.
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
Piercing Slam
During your turn, as a bonus action, you can choose to have your shield attack ignore resistance to bludgeoning, piercing and slashing damage. You can use this ability once per turn.
Level 11
Two Extra Attacks
You can attack three times instead of once whenever you take the Attack action on your turn.
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
Double Down
Whenever you make an attack with shield from two-weapon fighting, you can make an additional attack with the same shield as part of the same bonus action.
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
Three Extra Attacks
You can attack four times instead of once whenever you take the Attack action on your turn.
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.