BR:Defense

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Defense

The Defense archetype employs defensive techniques passed down throughout the generations. Through rigorous training, your armor and shield become a like a second skin that you can use to protect yourself and your allies.

Defense Features
Level Feature
3rd Defensive Tactics
7th Defender's Sacrifice
10th Additional Defensive Style
15th Bulwark
18th Survivor

Defensive Tactics

When you chose this archetype at 3rd level, you learn tactics that are fueled by special dice called Tactical Dice.

Tactics. You learn three tactics of your choice, which are detailed under “Defense Tactics” below. Many tactics enhance an attack in some way. You can use only one tactic per attack.

You learn two additional tactics of your choice at 7th, 10th, and 15th level. Each time you learn new tactics, you can also replace one tactic you know with a different one.

Tactical Dice. You have four tactical dice, which are d8s. A tactical die is expended when you use it. You regain all of your expended tactical dice when you finish a short or long rest.

You gain another tactical die at 7th level and one more at 15th level.

Saving Throws. Some of your tactics require your target to make a saving throw to resist the tactic’s effects. The saving throw DC is calculated as follows:

Tactic save DC = 8 + your proficiency bonus + your Strength or Agility modifier (your choice)

Defender's Sacrifice

Starting at 7th level, when a creature you can see damages a target other than you that is withing 5 feet of you, you can use your reaction to take the blow instead. This damage to you can't be reduced or prevented in any way.

Additional Defensive Style

At 10th level, you choose an additional Defensive Style. You can't choose the same Defensive Style twice.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When use your Indomitable feature to reroll a saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Endurance modifier if you have no more than half your hit points left. You don't gain this benefit if you have 0 hit points.

Defensive Tactics

The tactics are presented in alphabetical order.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the tactical die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Evasive footwork. When you move, you can expend one tactical die, rolling a tactical die and adding the number rolled to your AC until you stop moving.

Goading Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to goad the target into attacking you. You add the tactical die to the attack's damage roll, and the target must make a Willpower saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one tactical die to maneuver one of your comrades into a more advantageous position. You add the tactical die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use it's reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Parry. When another creature damages you with a melee attack, you can use your reaction and expend one tactical die to reduce the damage by the number you roll on your tactical die + your Agility modifier.

Power Bash. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to throw the attacker off balance. You add the tactical die roll to the attack's damage roll, and it must make a Strength saving throw. On a failed save, it is staggered and has disadvantage on their next attack.

Pushing Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to drive the target back. You add the tactical die roll to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, it is pushed back 15 feet.

Rally. On your turn, you can use a bonus action and expend one tactical die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the tactical die roll + your Personality modifier.

Shield Wall. When another creature attacks you, you can use your reaction and expend one tactical die to increase your AC by the number you roll on your tactical die, until the start of your next turn.

Trip Attack. When you hit a creature with a weapon attack, you can expend one tactical die to attempt to knock the target down. You add the tactical die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.