Inigo
2018-08-12, 04:42 PM
Hi! I'm trying to come up with a fighter who doesn't attack and specialises only in defending his allies. So I created this homebrew. I'm looking for suggestions on how to make it more balanced. So, here is the Defender Archtype.
SPELLCASTING
Cantrips: you learn the Blade Ward cantrip and can cast it without doing the somatic component of the spell as a bonus action on your turn.
Spells Known: you know three 1st level spells of your choice that must come from the abjuration spell school. You learn one additional spell for every level you gain in the class, that must be from the abjuration spell school.
Spell Slots: you have the half-caster spell slot progression (same as eldritch knight). You regain spell slots every long rest.
Spellcasting Ability: Constitution is your spellcasting ability for your spells. You use your Constitution whenever a spell refers to your spellcasting ability.
Spell save DC = 8 + proficiency bonus + Constitution mod.
Spell attack mod = proficiency bonus + Constitution mod.
FIERCE RIPOSTE
At 3rd level, when a creature misses a melee attack against you, as a reaction, you can deal bludgeoning damage with your shield equal to 1d6 + your Strenght modifier to that creature.
Alternatively, when a creature misses a ranged weapon attack or spell attack against you, as a reaction, you can redirect the attack to a creature up to 60 feet from you. Use the original attack roll for the redirected attack.
WAR CALLING
At 3rd level, you can use your action to taunt up to a number of creatures you can see equal your Constitution modifier + 3. They must succeed in a Wisdom saving throw or have disadvantage in attack rolls against your allies for 1 minute. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of it when you finish a short or long rest.
DEFENSE IS THE BEST ATTACK
Starting at 7th level, in combat, you get a number of special reactions per round equal to the number of attacks you can make in your attack action. You can use the action surge feature once a turn to double your number of reactions this turn. You can't use this ability if you made a weapon attack since the start of your previous turn.
FOCUSED DEFENSE
At 10rd level, you can add half your proficiency modifier (rounded up) to your armor class until the end of your next turn. You must chose to do this in your turn without using an action. If you do so, you can't make weapon attacks until the end of your next turn.
DOUBLE DEFENSE
At 15th level, you can benefit from a shield's AC bonus twice if you wield one on each arm.
ULTIMATE RESILIENCE
At 18th level, you are immune to the extra damage from critical hits.
SPELLCASTING
Cantrips: you learn the Blade Ward cantrip and can cast it without doing the somatic component of the spell as a bonus action on your turn.
Spells Known: you know three 1st level spells of your choice that must come from the abjuration spell school. You learn one additional spell for every level you gain in the class, that must be from the abjuration spell school.
Spell Slots: you have the half-caster spell slot progression (same as eldritch knight). You regain spell slots every long rest.
Spellcasting Ability: Constitution is your spellcasting ability for your spells. You use your Constitution whenever a spell refers to your spellcasting ability.
Spell save DC = 8 + proficiency bonus + Constitution mod.
Spell attack mod = proficiency bonus + Constitution mod.
FIERCE RIPOSTE
At 3rd level, when a creature misses a melee attack against you, as a reaction, you can deal bludgeoning damage with your shield equal to 1d6 + your Strenght modifier to that creature.
Alternatively, when a creature misses a ranged weapon attack or spell attack against you, as a reaction, you can redirect the attack to a creature up to 60 feet from you. Use the original attack roll for the redirected attack.
WAR CALLING
At 3rd level, you can use your action to taunt up to a number of creatures you can see equal your Constitution modifier + 3. They must succeed in a Wisdom saving throw or have disadvantage in attack rolls against your allies for 1 minute. You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of it when you finish a short or long rest.
DEFENSE IS THE BEST ATTACK
Starting at 7th level, in combat, you get a number of special reactions per round equal to the number of attacks you can make in your attack action. You can use the action surge feature once a turn to double your number of reactions this turn. You can't use this ability if you made a weapon attack since the start of your previous turn.
FOCUSED DEFENSE
At 10rd level, you can add half your proficiency modifier (rounded up) to your armor class until the end of your next turn. You must chose to do this in your turn without using an action. If you do so, you can't make weapon attacks until the end of your next turn.
DOUBLE DEFENSE
At 15th level, you can benefit from a shield's AC bonus twice if you wield one on each arm.
ULTIMATE RESILIENCE
At 18th level, you are immune to the extra damage from critical hits.