The Protector

An Unbreakable Wall

Like their counterparts, protection (warriors) are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall. -Blizzard Entertainment


Class Feature

Enduring Might

No matter if a fighter defends their friends and family with magic or with their strength of their bodies all those who hold the spirit of the Protector within their soul have an enduring might, unlike any other combatant. They never seem to give up no matter how hard they are beaten down and they never seem to tire. No doubt some of that is due to the armor they all wear.

Gain +5 Max HP and +2 to Defense. Additionally, you now have access to a Tanking Stance. While you wear heavy armor or otherwise have means of significant damage mitigation, you may enter a Tanking Stance for up to 2 targets within Melee Range of you. While Tanking, you cannot attack or deal damage aside from your Toolkits and Class Features. If the DM requires a counter-roll from you (such as a Reflex Save, or Perception Check) you make these with a bonus equal to your Defense modifier while Tanking.

Tanking Stance allows for you to roll Defense to mitigate incoming damage to those you are Tanking for. If you roll higher than the attacker's roll, the damage strikes you instead. If you roll a Critical Success (natural 20) without modifiers, you completely mitigate the damage, taking none of it yourself.

You may enter Tanking Stance as many times as you wish during an event, but it will take your entire action to do so. If you or your Tanking targets move beyond Melee Range of each other, you exit Tanking Stance.

Class Toolkits

Select three Toolkits from the following pages to add to your character's abilities on your character sheet. You receive your Toolkits (Rank 1) at Level 1, 2, and 3. These Toolkits upgrade to Rank 2 upon reaching Level 4.

If you wish to change your Toolkit selection, you must undergo an RP Quest in order to enact this change. Speak to an Officer or the Chieftain in order to facilitate this Quest.

Spell Reflection [Passive]

Spell Description:

Your armor is like a second skin to you as is your shield. Some smiths have discovered ways to enhance the metals used in some armors with a reflection spell that returns any magical effect hurled at the wearer to bounce right off. This armor is rare and expensive of course so not everyone can get their hands on it.

Spell Effect at Rank 1:

  • Cast Time: Instant

When you are attacked by a Spell Attack, you may roll Spell Defense to mitigate it. If you roll higher than the attacker's roll, you reflect 2 damage back to the attacker. Additionally, your Spell Defense increases by +1. Only useable while Tanking.

Spell Effect at Rank 2:

  • Cast Time: Instant

When you or the allies you are Tanking for are attacked by a Spell Attack, you may roll Spell Defense to mitigate it. If you roll higher than the attacker's roll, you reflect all of the damage back to the attacker. Additionally, your Spell Defense increases by and additional +2 (total of +3). Only useable while Tanking.


Stance Dance [Active]

Spell Description:

Protection tanks must be prepared to attack as well as defend. The good news is, most Protection tanks carry a shield with them, or some other such weapon. Knowing when to shift in and out of your Tanking Stance, and when to attack or defend, is a key skill that separates common soldiers from Protection tanks.

Spell Effect at Rank 1:

  • Charges: 1

You enter your Tanking Stance at the start of your turn. When you enter your Tanking Stance, make a free Attack against one enemy within range. Immediately roll an Attack. If you hit, deal +1 additional damage to them. Useable once per encounter.

Spell Effect at Rank 2:

  • Charges: 2

You may enter or exit your Tanking Stance at the start of your turn. When you enter or exit Tanking Stance, immediately roll an Attack against an enemy in Melee Range. If you hit, deal +2 additional damage to them. Useable twice per encounter.

Self Preservation [Passive]

Spell Description:

A backline is only as good as their frontline, and a frontline is only as good as the weakest link. In order to save others, you must first save yourself. A tactical-minded Protector knows this, and seeks to ensure their armor and health are secure against enemy blows, because if there's even one dent in the armor, the whole wall crumbles.

Spell Effect at Rank 1:

  • Cast Time: Instant

While Tanking, you gain +1 HP. You may also roll Defense for attacks made against you. If you roll higher than the attacker, you take 1 less damage from the attack. When you choose this Toolkit, you may only Tank for 1 ally, instead of 2. Only useable while Tanking.

Spell Effect at Rank 2:

  • Cast Time: Instant

While Tanking, you gain +2 Constitution in addition to Rank 1's +1 HP. You may also roll Defense for attacks made against you. If you roll higher than the attacker, you take no damage from the attack. Critical Success on a Defense roll deals 1 damage back to the attacker. When you choose this Toolkit, you may only Tank for 1 ally, instead of 2. Only useable while Tanking.


Intercept [Active]

Spell Description:

Initiation is key when it comes to the chaos of a battlefield. Being able to quickly assess where the weaknesses lie in your line and move to defend it is often a matter of victory or defeat. Protection tanks that have mastered this ability to quickly move about the battlefield are second to none-- and you can feel safe and assured when one is coming to intercept the enemy's fire for you.

Spell Effect at Rank 1:

  • Cast Time: Instant
  • Charges: 2

Twice per encounter if you are not already Tanking, you may rush to the aid of an ally within line of sight of you. You immediately roll Defense against an attack made against them. If you succeed, deal damage to the attacker equal to the damage the ally would have received. Succeed or fail, you enter Tanking Stance for this ally.

Spell Effect at Rank 2:

  • Cast Time: Instant
  • Charges: 2

Twice per encounter if you are not already Tanking, you may rush to the aid of an ally within line of sight of you. You immediately roll Defense against an attack made against them. If you succeed, deal damage to the attacker double the damage the ally would have received. Succeed or fail, you enter Tanking Stance for this ally.

Dragon Roar [Active]

Spell Description:

Most enemies are not fooled by seeing the big wall of plate metal coming for them. They are smart enough to realize that Protection fighters do not deal the most damage and that most of the time they are unable to heal others and so their attention goes to those that are more of a threat. Striking fear into their hearts is one sure way to grab their attention though.

Spell Effect at Rank 1:

  • Charges: 1

Once per encounter, unleash a mighty bellow. You drag in or otherwise taunt 3 enemies in Melee Range to you, and deal an immediate 3 damage to each of them. For the next 3 turns, these enemies are forced to attack you and only you.

Spell Effect at Rank 2:

  • Charges: 1

Once per encounter, unleash a mighty bellow. You drag in or otherwise taunt all enemies in hearing range of you, and deal an immediate 2 damage to each of them. For the next 3 turns, these enemies are forced to attack you and only you. Any enemy at 3 HP or less is distracted, and attacks against them by allies are made with Advantage while they're taunted on you.