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.
| Level | Proficiency Bonus | Features | Power Level |
|---|---|---|---|
| 1st | +2 | Defender’s Voice, Selfless | 1st |
| 2nd | +2 | Tactical Power, Void Grenade Powers | 1st |
| 3rd | +2 | Threat Management, Defender’s Calling, Super Power • Calling of the Light • Calling of the Sentinel • Calling of the Shield | 1st |
| 4th | +2 | Ability Score Increase, Support Power | 1st |
| 5th | +3 | Protective Light, Counterattack | 2nd |
| 6th | +3 | Archetype Feature | 2nd |
| 7th | +3 | Aspects of the Defender | 2nd |
| 8th | +3 | Ability Score Increase | 2nd |
| 9th | +4 | — | 3rd |
| 10th | +4 | Radiant Light | 3rd |
| 11th | +4 | Archetype Feature | 3rd |
| 12th | +4 | Ability Score Increase | 3rd |
| 13th | +5 | — | 4th |
| 14th | +5 | Additional Aspect | 4th |
| 15th | +5 | Archetype Feature | 4th |
| 16th | +5 | Ability Score Increase | 4th |
| 17th | +6 | — | 5th |
| 18th | +6 | Brilliant Light | 5th |
| 19th | +6 | Ability Score Increase | 5th |
| 20th | +6 | Champion of Light | 5th |
| 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
Casting Time and Type: 1 action, tactical Power
Range: 20-foot line
Recharge die and score: d6, 5+
Duration: Instantaneous
You form a round shield out of your Light and throw it in a 20-foot line. The shield can deflect off of hard surfaces and tangible creatures, allowing the line to alter direction up to two times along its length. Make a separate ranged Power attack roll against each target in the line, dealing 1d10 + your Power modifier in void damage to a target on a hit. The shield dissipates after.
At Higher Levels. The damage of this Power increases by 1d10 at each of the following levels: 5th, 11th, and 17th.
Void Bash
Casting Time and Type: 1 attack, tactical Power
Reach: equal to the reach of your unarmed strikes
Recharge die and score: d6, 6+
Duration: Instantaneous
You envelope your fist with void Light and strike out at a target within reach. The target must make a Strength saving throw, taking 2d8 void damage on a failed save, or half as much on a success. A target that fails this saving throw is also either knocked Prone or knocked back 10 feet, your choice.
If you move at least 10 feet in a straight line immediately before casting this Power, you may also add your Power level to your Power save DC for this cast.
At Higher Levels. The damage of this Power increases by 1d8 at 5th level (3d8), 11th level (4d8), and 17th level (5d8).
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
Casting Time and Type: 1 action, grenade Power
Range: 20/60 feet
Recharge die and score: d8, 6+
Duration: Instantaneous
You channel your Light into a grenade, which you throw at a target within range. Make a ranged Power attack roll, and add your Power level to the roll for this. The target takes 2d10 explosive void damage on a hit. If you miss, the target must succeed on a Dexterity saving throw or take half this grenade’s damage.
At Higher Levels. The damage of this grenade increases by 1d10 for each Power level you are beyond 1st.
Suppressor Grenade
Casting Time and Type: 1 action, grenade Power
Range: 60 feet (mortar)
Recharge die and score: d8, 8+
Duration: Instantaneous
You pitch a fist-sized grenade of void Light at a hard surface within range. Upon impact the grenade detonates. All creatures within a 5-foot line-of-contact with the impact site must make a Charisma saving throw. A creature that fails this saving throw takes 2d8 explosive void damage and is Weakened for the next minute. A creature that succeeds takes half as much damage and is not Weakened.
A Weakened creature may repeat a Charisma saving throw at the end of each of their turns, ending the effect on itself early on a success. A creature who succeeds on the saving throw, or for whom the effect ends, is immune to being Weakened in this way for 24 hours.
At Higher Levels. When you cast this grenade at a Power level of 2nd or higher, its damage increases by 1d8 for each Power level you are above 1st.
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
Casting Time and Type: 1 bonus action, super Power
Range: self
Recharge die and score: d20, 19+
Duration: Concentration, up to 1 minute
You craft a shield made of pure void Light in a free hand with the stats and properties shown. While wielding this weapon in at least one hand, your base walking speed increases by 10 feet and your AC increases by 2.
Weapon Name: Sentinel Shield
Damage: 2d8 void
Reach: 5 ft.
Properties: Main-Handed, Power Weapon, Thrown (20/60), Versatile
Shield Alignment. While concentrating on this Power and wielding your sentinel shield, your energy shields are considered void-aligned.
Ricochet Shield. As an action, you may reduce your remaining rounds of duration on this power by 2 and throw your shield in a 50-foot long line. The shield can deflect off of hard surfaces and creatures, allowing the line to alter direction up to three times along its length.
Make an attack roll against each target in the line, starting with the first target and continuing until you roll a miss. The first target you hit takes 4d8 + your Power modifier in void damage, the second target you hit takes half as much, and all subsequent targets you hit take a quarter of the original damage. If you miss any target, this action ends.
Recall. Whenever you throw the shield while concentrating on this Power, it dissipates at the end of its throw and reforms in your free hand after.
Bolster. As a bonus action, you may reduce your remaining rounds of duration on this power by 2 in order to hold your shield with both hands and focus your Light through it, creating a 10-foot radius sphere of ambient void Light. All creatures of your choice within the sphere become Empowered (rank 1), and they have their AC increased by an amount equal to your Power level.
The sphere lasts until the start of your next turn, and your speed becomes 0 when you use this bonus action. A creature loses this benefit if they leave the sphere. Additionally, if you let go of the shield, all effects of this bonus action end immediately.
At Higher Levels. The damage of your Ricochet Shield action increases by 2d8 for each Power level you are above 1st, and the base damage of your sentinel shield increases by 1d8 at the same rate. Your Rally bonus action grants Empowered (rank 2) beginning at 7th defender level, then Empowered (rank 3) at 14th defender level.
Twilight Arsenal
Drawing on the Power of your Light, you conjure up to three greataxes either into the hands of a willing creature within 10 feet of you, or on a ground within 10 feet of you. Each greataxe has the stats and properties shown.
Weapon Name: Twilight Greataxe
Damage: 2d8 void
Reach: 5 ft.
Properties: Two-handed, Power Weapon
Shield Alignment. While concentrating on this Power, anyone wielding one of your twilight greataxes has void-aligned energy shields.
Lingering Weapons. Each greataxe remains conjured for the duration or until it is dissipated, which you may do individually or all at once at no action cost.
Only creatures of your choice may wield one of your greataxes, and they do so just as they would any other weapon. However, the attack and damage rolls of these conjured weapons are derived from your stats, not theirs. For instance, if your Power attack modifier for your twilight greataxe is +6, a creature wielding your twilight greataxe would have a total attack modifier of +6 regardless of their own stats.
A creature holding one of these greataxes has its base walking speed increased by 10 feet.
Throw the Axe. A creature holding one of your greataxees with two hands may use their action to throw it at a target within 20 feet. The target must make a Dexterity saving throw, taking the weapon attack damage of the greataxe on a failed save, or half as much if it succeeds. That individual greataxe dissipates after.
At Higher Levels. The damage of your twilight greataxes increases by 1d8 for each Power level you are above 1st.
Ward of Dawn
Casting Time and Type: 1 action, super Power
Range: self
Recharge die and score: d20, 18+
Duration: Concentration, up to 1 minute
You create a Ward of Dawn, a 10-foot radius sphere of protective void Light centered on yourself. The sphere is semi-transparent, partially blocks sound, and acts as a wall against projectiles, waves, beams, or shockwaves attempting to enter or exit the edge of the sphere. Creatures of your choice can move through the sphere normally. All other creatures treat the area of the Ward of Dawn as magically difficult terrain.
You can only cast this Power while grounded. The sphere is mounted to the ground after you cast it; it does not move with you when you move.
Protective Light. When you cast this power, all creatures of your choice within the Ward gain Overshields. If a creature ends their turn within the Ward, or enters the Ward for the first time on a turn, you may choose to grant them these Overshields as well.
Ward of Dawn Stats. Your Ward of Dawn has an amount of health points equal to 30 times your Power level, an AC equal to 10 + your Power level, and is mounted. It is immune to all damage and effects originating from Constitution, Intelligence, Wisdom, and Charisma saving throws.
Reactive Cast. If you use your reaction to invoke your Selfless feature, you may also cast this Power as part of that same reaction.
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
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Up to 1 minute
You craft a solid, semi-transparent wall out of your Power with the stats shown, centered in front of yourself and mounted to the ground there, incapable of moving or being moved from it. It is considered a construct to siege weapons. For the duration, only creatures of your choice may pass through the barricade.
Dimensions: 15 feet wide, 10 feet tall, and 1 inch thick
AC: 10 + your Power level
Health points: 10 times your Power level
You can only have one barricade ongoing at a time. If you cast a new barricade, your old barricade dissipates. This support Power also ends early if you are Incapacitated.
Force Barrier
Casting Time and Type: 1 bonus action, support Power
Range: self
Recharge die and score: d6, 6+
Duration: Instantaneous
You grant yourself Overshields, and your base walking speed increases by 10 feet (to a maximum total of 45 feet). You lose this effect if you lose your Overshields.
At Higher Levels. The base walking speed bonus increases to 15 feet beginning at 7th level, then to 20 feet when you reach 14th level.
Rally
Casting Time and Type: 1 bonus action, support Power
Range: self (grounded only)
Recharge die and score: d6, 6+
Duration: Instantaneous
All creatures of your choice within 10 feet of you become Empowered (rank 1). This becomes Empowered (rank 2) beginning at 7th level, then Empowered (rank 3) starting at 14th level.
When a creature Empowered in this way applies the Empowered condition to the results of a damage roll, they may choose to maximize a number of dice in the damage roll equal to the rank of the Empowered condition. They must choose which dice to do this to before making their damage roll.
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
Whenever you cast your super or support Power, you and all Risen creatures of your choice within 5 feet of you gain Overshields. The range of this effect increases as your defender level increases to 10 feet at 11th level, and then to 15 feet at 17th level.
Controlled Demolition
You have 3 uses of this aspect. If a hostile creature takes void damage from one of your defender Powers, you may choose to spend a use to increase the damage taken by 1d10. The target must also succeed on a Constitution saving throw or become Weakened for the next minute.
A Weakened target may repeat the saving throw at the end of each of its turns, ending the effect on itself early on a success. A target that succeeds on the saving throw, or for whom the effect ends, is immune to being Weakened in this way for 24 hours.
The bonus damage granted by this Aspect increases as your defender level increases. It becomes +2d10 beginning at 11th defender level, then +3d10 at 17th defender level.
You regain all uses of this aspect when you complete at least a short rest.
Offensive Bulwark
While you have Overshields, you have advantage on grenade Power recharge rolls. If you damage a hostile creature with a melee weapon attack or melee Power attack, you may use this Aspect to gain Overshields. You can do this a number of times equal to your Power modifier, and you regain all uses when you complete at least a short rest.
Unbreakable
The recharge value of defender support Powers you know is reduced by one, including any defender support Powers you learn in the future. You also learn the Unbreakable grenade Power, detailed next.
UNBREAKABLE
Casting Time and Type: 1 action, grenade Power
Range: self
Recharge die and score: d8, 8+
Duration: 1 round
You fashion a shield of void Light around yourself. Until the start of your next turn, you can’t take reactions, your speed is halved, you’re immune to all damage except psychic, and all creatures who can see you have disadvantage on attack rolls not made against you, as well as on Payload attacks not centered on you.
At the start of your next turn, you may choose to unleash your Light in a 15-foot cone. All targets within the area must succeed on a Strength saving throw or they are knocked Prone. Those that fail their saving throw also take 2d6 + your Power modifier in explosive void damage.
At Higher Levels. The damage of this power increases by 1d6 for each Power level you are above 2nd.
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.
