Defender

She looks out beyond the wall. In the distance, what was once an indistinct mass has grown nearer, clearer. Instead of a single, writhing organism, she sees the chaos for what it is: thousands upon thousands of Fallen. Foot-soldiers, pikes, skiffs, and walkers; the combined might of the myriad, warring houses, all brought to bear on this remote corner of the Last City. 

Orders are shouted and relayed; she listens to the comms with one ear and to her shield-line with the other, and as the wave of Fallen grows ever closer a familiar calm descends around her. Shuffling feet grow still. Backs straighten. Jokes go unacknowledged. They know they are too few. They know, also, that they are enough. 

Time is what the City needs, and time they will deliver. 

The first of the barrages from the walkers burns across the sky, and from the void she and her fellow Defenders summon their wards in reply. The City’s gun emplacements return fire, and for what feels a lifetime the battle is played out above them, distant and disconnected. 

And then the call comes: skiffs, overhead. Enemies, at the wall. Vandals, climbing. Those nearest fire over the ledge, emptying their weapons into the horde, and the air is filled with the roars and screams of the Fallen, the staccato bark of auto rifles, the steady, almost airless chunking of the gun emplacements. 

Soon the Fallen are at the lip of the wall, are cresting it, are among them, and though she knew already they are too few, she understands now that Twilight Gap is a battle that will be remembered, and that not all of them will live long enough to remember it. She steps from the ward, into the chaos, armor shining with the Light of the Traveler’s blessing, and stares down the wave of Fallen. 

Her fist meets her open palm. Knuckles crack, and from her back she pulls her shotgun. 

Let them come. She will hold the line.

You Are the Wall

When the Last City has been threatened, its people have looked most of all to the Titan orders as protectors at the walls—and among Titans, those of the Defender discipline are the walls. Utterly implacable in the face of danger and stolidly unconcerned about threats to themselves, Defender Titans are an unstoppable force and immovable object in one. They direct the currents of battlefields around themselves, bulwarks against which enemy advances break and from which allies mount bolstered counterattacks.

Mighty Protection

Often the physically strongest among Risen gravitate toward Titan training, but becoming a Defender requires a protective instinct that many simply do not possess. Defenders put the welfare of their allies before their own almost as a reflex, and simply do not flinch from placing themselves in harm’s way to afford others bodily protection. These qualities often make Defenders well suited for the responsibilities of command, and unsurprisingly many of the City’s most famous Guardian leaders have been Defender Titans.

Recommended Exotics

Weapons: Lord of Wolves, Truth
Armor: Crest of Alpha Lupi, Ruin Wings

Class Features

As a defender, your superclass is Titan and your Power is derived from the Light. You gain the following class features.

LevelProficiency BonusFeaturesPower Level
1st+2Defender’s Voice, Selfless1st
2nd+2Tactical Power, Void Grenade Powers1st
3rd+2Threat Management, Defender’s Calling, Super Power
Calling of the Light
Calling of the Sentinel
Calling of the Shield
1st
4th+2Ability Score Increase, Support Power1st
5th+3Protective Light, Counterattack2nd
6th+3Archetype Feature2nd
7th+3Aspects of the Defender2nd
8th+3Ability Score Increase2nd
9th+43rd
10th+4Radiant Light3rd
11th+4Archetype Feature3rd
12th+4Ability Score Increase3rd
13th+54th
14th+5Additional Aspect4th
15th+5Archetype Feature4th
16th+5Ability Score Increase4th
17th+65th
18th+6Brilliant Light5th
19th+6Ability Score Increase5th
20th+6Champion of Light5th
Optional: Become Prismatic
Hit Point Stats

Shield die: d10

Shield recharge roll: (1d10 per Power level) + your Power modifier

Maximum Overshields: 5 times your Power level

Shield points at 1st level: 10

Shield points at higher levels: add 6 (or 1d10) for each level after first

Health points at 1st level: 10 + your Constitution modifier

Health points at higher levels: add your Constitution modifier for each level after first, minimum +0

Starting Proficiencies

Armor: Medium, heavy

Weapons:

  • Simple Melee Weapons: all
  • Martial Melee Weapons: all
  • Martial Ranged Weapons: none
  • Simple Firearms: all
  • Martial Firearms: breech grenade launchers, drum grenade launchers, fusion rifles, light machine guns, rocket launchers, shotguns, trace rifles

Saving Throws: Strength and Charisma

Skills: One Charisma-based skill of your choice, and any one other skill of your choice

Power Stats

Power ability score: Charisma

Power modifier: your Charisma modifier

Power level: see defender class table

Power save DC: 8 + your proficiency bonus + your Charisma modifier

Power attack modifier: your proficiency bonus + your Charisma modifier

Power saving throw: make a Charisma saving throw

Titan’s Strength

As a Risen Titan, you are proficient with the Athletics skill.

You also hit harder with your unarmed strikes than others do. You always roll a d6 for the damage of your unarmed strikes. This damage die increases to 1d8 at 5th level, 1d10 at 11th level, and finally to 1d12 at 17th level.

Finally, when performing a standing jump, you can extend the distance of your jump by a number of feet equal to your Power modifier, or twice as much when performing a running jump. You must become grounded before you can extend a jump’s distance in this way again. It still costs 1 foot of movement for every foot you jump, as normal.

Defender’s Voice

Even at 1st level, your voice carries a certain authoritative weight, making those willing to listen predisposed to heed you. You have advantage on Charisma (Persuasion) checks you make when speaking to creatures that are not hostile to you.

Selfless

You instinctively put others’ safety before your own, and will do whatever is necessary to keep your allies from harm. When a creature you can see makes an attack roll against a target within 5 feet of you who you can also see, other than yourself, you may use your reaction to impose disadvantage on the attack roll.

If the target you want to defend is not within 5 feet of you, but is within your movement, you can still invoke this feature if, as part of your reaction, you move up to your speed toward the target. This reduces your movement on your next turn by the same amount. You can only do this if the movement would put you within 5 feet of the target, and only if you would still have at least 5 feet of movement remaining for your next turn.

Tactical Power

At 2nd level you gain your tactical Power, which you cast by spending a tactical Power charge. You have one tactical Power charge, and the maximum you can have is one. Choose one of the following tactical Powers to learn now.

Shield Throw
Void Bash

Void Grenade Powers

At 2nd level you gain your grenade Power, which you cast by spending a grenade Power charge. You have one grenade Power charge, and the maximum you can have is one. You learn the Magnetic and Suppressor grenade Powers now. If you opt to learn a new grenade Power when your proficiency bonus increases, you choose from the void grenade Power list at the start of this chapter.

Magnetic Grenade
Suppressor Grenade

Threat Management

At 3rd level, your natural instinct for protecting others coalesces into a simple thought: if everyone attacks you, no one is attacking those weaker than you. As either an action or bonus action on your turn, you may shout a battle cry, attempting to draw the enemy’s attention toward yourself. All hostile creatures within 30 feet who can clearly hear your battle cry must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). If a creature fails, it has disadvantage on any attacks it makes that are not directed at you until the start of your next turn, but it also has advantage on attacks made against you until the start of your next turn.

Defender’s Calling

Upon reaching 3rd level, you begin to follow your specific calling as a Defender. Choose from the Calling of the Light, Calling of the Shield, or Calling of the Sentinel. This choice grants you unique features to hone your defender abilities with as you level up in this class.

Super Power

When you reach 3rd level, you learn to cast your super Power, which you do by spending your super Power charge. You have one super Power charge. Regardless of any other features, traits, exotic items, or other sources, you may never have more than one super Power charge. Choose one of the following super Powers to learn now.

Sentinel Shield
Twilight Arsenal
Ward of Dawn

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Support Power

Beginning at 4th level, you learn to cast your support Power, which you do by spending a support Power charge. You have one support Power charge, and the maximum you can have is one. Choose one of the following support Powers to learn now.

Barricade
Force Barrier
Rally

Protective Light

At 5th level, whenever you or another creature of your choice within 10 feet of you must make a saving throw, you can extend a defensive envelope of your Light to grant a bonus to the saving throw equal to your Power modifier (max +5). You must be conscious and not Incapacitated to grant this bonus.

Counterattack

Also at 5th level, after invoking your Selfless feature, you may make a weapon attack against the provoking creature after resolving the creature’s attack. If you make a Payload weapon attack, the center of your attack must be the invoking creature. Once you make a weapon attack with this feature, you must wait until the start of your next turn before you can do so again.

Aspects of the Defender

At 7th level, you gain one of the following Aspect features of your choice. You can’t choose an option more than once, even if you later get to choose again.

Bastion

Controlled Demolition

Offensive Bulwark

Unbreakable

Radiant Light

Starting at 10th level, you and nearby allies take comfort and strength from the reassuring radiance of the Light emanating from you. You and any other creatures of your choice within 10 feet of you can’t be Frightened. You must be conscious and not Incapacitated to grant the bonuses of this feature. If a creature is Frightened when they start their turn within this area, the effect ends early for them.

Additional Aspect

At 14th level, you may choose a second defender Aspect.

Brilliant Light

At 18th level, your Light is an oriflamme unmistakable to your allies. The range of your Protective Light and Radiant Light features increases to 20 feet.

Champion of Light

When you reach 20th level, your Light is unshakeable, like the roots of the Last City’s mighty walls. If you fail a concentration check, you may choose to succeed instead. You must complete at least a brief rest before you can invoke this feature again.

Defender Callings

As a defender, when you choose a calling, it is more than deciding how to train. It also reflects the ideals you believe will bring humanity to a second Golden Age. The calling you choose will determine the development of your abilities, and shape the support you provide your allies.

Those who heed the Calling of the Light protect their allies by getting ahead of threats, and putting an end to the danger themselves. You forgo defense in favor of wielding devastating power. Anything that comes between you and the objective will be pummeled, crushed, and broken upon the edge of your Light.

Full Stop

Starting at 3rd level, when you land a hit on an unwary adversary, it brings them to a standstill. Creatures provoke opportunity attacks from you if they move into a space within your reach. Furthermore, whenever you hit a creature with an opportunity attack, the creature’s speed becomes 0 until the end of its turn.

Subversive Blows

Starting at 6th level, you imbue your attacks with frightening power. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a defender Power you cast, or your Threat Management feature, before the end of your next turn.

Combat Superiority

At 11th level, your fighting experience has grown quite extensive. Choose one of the following features.

  • ADVANCED TRAINING: It costs no movement for you to begin Aiming, and you can make opportunity attacks even while Aiming. Furthermore, you may choose an option from the sunbreaker’s Combat Specialty feature. You can’t choose the same option more than once. You can alter your selection with this feature when you complete a long rest.
  • IN THE TRENCHES: When you cast a defender tactical Power, you may do so once without expending the tactical Power charge. You must still have a tactical Power charge in order to do this, and you must complete a long rest before you can use this feature again.
  • SUPERIOR ARSENAL: If you reduce a hostile creature to 0 hit points with damage originating from a grenade Power, you may make a grenade Power recharge. You may do this once for each creature reduced to 0 in this way.

Hold the Line

At 15th level, you don’t let anyone get past you to harm your allies. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make opportunity attacks, and you can’t use it on the same turn that you take your normal reaction.

If you yearn to lead your allies in the charge, protecting and empowering them as you surge forward together, then you have heard the Calling of the Sentinel. Your place is at the fore of the fighting, side by side with your staunch friends, where you can be their shield wall.

Bolstering Light

Starting when you choose this archetype at 3rd level, you learn to imbue your defensive Light with a soothing aura. Whenever you cast a defender support Power, all Risen creatures of your choice within 10 feet of you may recover 1d8 energy shield points. This increases to 2d8 at 11th defender level, then to 3d8 at 17th defender level.

Supporting Moves

At 6th level, creatures of your choice are always under the benefits of the Disengage action so long as they are within 5 feet of you. At 18th level, the range of this feature increases to 10 feet.

Grenade Reserves

Beginning at 11th level, you gain a second grenade Power charge. Like normal, you only recover one charge with a successful grenade Power recharge roll.

Rallying Force

At 15th level, you have refined your Light to the point of reclaiming the energy of allies that benefit from it. If an ally benefiting from your super Power (Empowered by your super, wielding a weapon from your super, etc) reduces a hostile creature to 0 hit points, you and all other Risen creatures of your choice within 10 feet of you may make an energy shield recharge roll. Once you invoke this feature, you must wait until the start of your next turn before you can do so again.

Like normal, whenever a creature makes any energy shield recharge roll, they must wait until the start of their next turn before they may do so again.

Those defender Titans who would directly protect the weak and downtrodden, and keep their allies safe in battle often answer the Calling of the Shield. Whether leading at the front line or serving as an indomitable backstop, Defenders of this calling stand as unflappable bulwarks against the Darkness.

Protection of My Body

At 3rd level, your protection of your allies is solid as a plasteel buttress. If you invoke your Selfless feature and the attack roll still hits, you may choose to take the damage instead.

Parapet

When you reach 6th level, you are keenly aware your allies depend on your strength as a frontline defender to stand with you in the thick of battle, and you throw your all into keeping them safe. When you invoke your Selfless feature, the attack roll must beat your AC instead of the target’s AC.

Always on Guard

When you reach 11th level, you gain a second use of your reaction each round.

Relentless

By the time you reach 15th level, you are unflagging and tireless in your defense of your allies, and staunch in the face of your own demise. If you are reduced to 0 hit points, you can choose to drop to 1 health point instead. You must complete a long rest before you can invoke any feature that prevents you from being reduced to 0 hit points again.