D&D 5E Help creating a tough defender

Another thing to remember is that having and astronomical AC and a metric ton of hit points doesn't amount to much as a tank if your opponents can simply ignore you and start wailing on other party members instead. Most intelligent (and even semi-intelligent) monsters will move on to someone easier after a few hits that are clearly not doing anything, so you'll need to have ways -- either feats, abilities, terrain, etc. -- to keep their focus on you.
 

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Hiya!

I'm going to be the odd man out yet again, and suggest: talk to your DM.

Seriously. Explain what you want to do with your character concept, and see what you two can work out. Is he allowing Feats? All of them? Are there any changes? What about Multiclassing? Anything goes? Choose as you level, or do you have to spend a year in-game seeking a master, getting accepted, and training? And, most importantly, what style of DM do you have?

I once played in a game where I had a cool character concept (this is 1e days). The rules didn't work out to really enforce this concept (I think she was a "army/soldier battle mage" type). I talked it over with the DM. We came up with some cool ideas that fit (iirc, she could use a lot more weapons, and had spells she could 'attack/control' with that weren't normaly used that way...like using Dancing Lights to grant multiple weapons their own glowing property...that kind of thing). Anyway, another player had made a Magic User as well, and was kind of "upset" that my character "broke the rules"; his character couldn't use two handed swords, and his character couldn't use Dancing Lights that way! Much whining ensued...even after we explained the whats, why's and wherefores of the situation.

So, if your DM is "open to suggestions" and fully embraces the "if it's not there, MAKE IT UP!"...I'm sure you two can come up with something infinitely more cool than whatever you can finagle out of the RAW. However, if you have a DM who is...shall we say "lacking" in self-confidence or just is one of those "if it's not in the book, then NO!" types...well, ignore me and go with what others on this thread have suggested; they have more experience with "optimization as per the rules" than I do. I'm most definitely of the "creating something new is always better than trying to force the rules" type of DM. :)

That said...your character concept should come first, the rules on how to get there second. Playing your character as a in-your-face, protect others at all costs type of self-sacrificing character will serve you MUCH better than having an extra +2 on your AC. People in the game world will (should!) respect that and your character will become known for it. Maybe you'll have a town militia mayor come to your character to 'train us how to defend better'. Then maybe your PC will lead by example during an orc raid, with his newly trained "Shield-Men" turning the tide. Word gets out. Next thing you know you have lesser warriors coming to you for training in your technique and/or philosophy. ( and no, you don't have to have mechanical bonuses to back up any of this...actions and attitude will speak FAR more than anything else). Before you know it...POOF! Your character is a legend and birthed an entire 'fighting style' that is used throughout the land! ... ... or you could just go with that Feat/Ability that gives you +2 AC like everyone else. Just sayin'... ;)


^_^

Paul L. Ming
 

Another thing to remember is that having and astronomical AC and a metric ton of hit points doesn't amount to much as a tank if your opponents can simply ignore you and start wailing on other party members instead. Most intelligent (and even semi-intelligent) monsters will move on to someone easier after a few hits that are clearly not doing anything, so you'll need to have ways -- either feats, abilities, terrain, etc. -- to keep their focus on you.

Hence Battle master and Goadíng Attack and trip attack

Why I suggested shield master for shove or other people suggested sentinel feat
 

It might not be traditional sword and board, but a dwarven cleric might fit the bill. The ability to heal yourself, plus protection from evil, sanctuary, and the like can make for a PC with a lot of staying power.
 

Might I suggest Eldritch Knight?

Plate + Shield + Defense = 21AC
Plate + Shield + Defense + Shield (spell) = 21AC (26 on a reaction)
Plate + Shield + Defense + Shield (spell) + Shield of Faith (from Magic Initiate) = 23AC (28 with reaction)

Picking Absorb Elements, you won't need to worry about AoE too much. You can also buff your partners with stuff like Protection Against Evil and Good, Shield of Faith, Mage Armor... and those are just 1st level spells.
 

Great call. We had an Eldritch Knight in the last campaign and he became an unexpected power house.

Might I suggest Eldritch Knight?

Plate + Shield + Defense = 21AC
Plate + Shield + Defense + Shield (spell) = 21AC (26 on a reaction)
Plate + Shield + Defense + Shield (spell) + Shield of Faith (from Magic Initiate) = 23AC (28 with reaction)
 

To be a traditional defender you need endurance and control.

Endurance requires high Constitution and Wisdom saves (to avoid being ko'ed by one failed save) and either high hps, alternative hp pools (temp hps, etc...), resistances or good (Dexterity and AC defenses) to limit damage taken. There are lots of options here - take your pick.

Control is how you keep the enemy focused on you and away from your allies. They limited the methods primarily used in 4E so that they are harder to use in 5E. A lot of the powers that you'd use over and over and over to pin people down in 4E can be used only once per round because they require your reaction. However, that doesn't mean there are not other options. For example, summoners and necromancers can clog up the battlefield and force enemies away from allies. The advice in the posts above focus on the 4E sticky fighter model - but you might want to look at other options that might be surprisingly good in defending in ways that were made more effective in 5E relative to 4E, rather than being limited in 5E.
 

I think Oath of the Crown Paladin could be a decent tank in both taking damage, supporting his allies and causing enemies to focus on it.
 

Hence Battle master and Goadíng Attack and trip attack

Why I suggested shield master for shove or other people suggested sentinel feat

Menacing might be a better choice. Give a dwarf polearm master menacing attack and the Sentinel feat, and he's able to hit a target from outside normal reach with an attack that keeps it from closing on him, keeps it from moving to another target and imposes disadvantage no matter who it attacks.
 

Paladins do make a great support style defender. And spells like Command or Compelled Duel can certainly help lock down enemies. Their level 6 aura, adding their Charisma modifier to all saves within 10 ft, is one of the best ways to protect your allies (If you bless them, you can add even more to their saves!).
 
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