Defender

Type: Gift, Class, Melee

Primary
Shield at Arms: You have a extra Gift slot that can only be used for a shield.

Natural Def Bonus: -1 to all physical dmg rolls against you.

Level 1
Cost: Use a shield 20 times

Castleing: Whenever an ally moves, that you are near, move with them

Jump in I: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 5 Feet

Gain one Spell Slot

Level 2
Cost: 10 XP

Natural Def I: -1 to all physical dmg rolls against you.

Good Health I: +1 HP

Level 3
Cost: 20 XP

Jump in II: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 10 Feet

Good Health II: +2 HP

One spell slot

Level 4
Cost: 30 XP

Jump in III: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 15 Feet.

Natural Def II: -2 to all physical dmg rolls against you.

Level 5
Cost: 60 XP

Jump in IV: Whenever an ally would be attacked you can jump in and roll to dye for them. If fail you take the dmg. Range: 20 Feet.

Natural Def III: -3 to all physical dmg rolls against you.

Good Health III: +3 HP

Gain one spell slot

Learnable Spells

 * Holy Shield
 * Protecting Aura