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Know Your Role: Defenders

By Matthew Sernett
Illustrations by Alex Aparin

A great defender ties up most—if not all—of the These needs can make it difficult to equip a healing surges. Your swordmage might move around
enemies in melee, freeing strikers to maneuver and defender. Sometimes the right magic item just isn’t a lot and need more ways to bring enemies into
allowing controllers and leaders to attack or aid from available. Perhaps your paladin uses a greatsword melee. The items in this article aim to address some
afar. Of course, if your defender is doing the job well, and you don’t want to switch weapons to make the of those gaps. Hopefully you’ll find one or two your
the character needs high defenses and the ability to occasional ranged attack. Maybe your fighter ends defender can’t do without.
swiftly regain hit points when attacks get through. nearly every fight with few hit points but plenty of

TM & © 2009 Wizards of the Coast LLC. All rights reserved. No vember 20 09 | D r ag o n 3 81
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Know Your Role: Defender

Amulet of Life Level 5 Boots of the Mighty Charge Level 10 Fey Strike Weapon Level 15
This shield can fend off an attack against an ally while it in- You footsteps thunder in these boots as you charge, making Even distant foes must fear a blow from a warrior with this
flames your enemy’s ire. bounds of steps and allowing you to deliver a mighty blow. gleaming weapon in hand.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp Item Slot: Feet 45,000 gp Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp Property: You gain a +1 bonus to speed when you charge. Lvl 20 +4 125,000 gp Lvl 30 +6 3,125,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp Power (Daily): Free Action. Use this power when you charge. Weapon: Any melee
Item Slot: Neck You may use any power at the end of the charge so long as Enhancement: Attack rolls and damage rolls
Power (Daily ✦ Healing): Free Action or Immediate Reaction. it is an attack that includes the target of your charge. (You Critical: +1d6 damage per die
Use this power when you spend a healing surge. You may are not restricted to making a melee basic attack or a bull Power (At-Will ✦ Weapon): Standard Action. The weapon dis-
spend an additional healing surge. rush.) charges a shimmering mirror of itself that flies toward your
foe. Make an attack: Ranged 20; Strength, Constitution, or
Battle Standard of the Hungry Blade Level 9 Diplomat’s Sheathe Level 12 Dexterity vs. AC; on a hit, the target takes 1[W] + Strength,
Constitution, or Dexterity modifier damage.
This black pennant bears the symbol of the hungry blade, an Sometimes diplomacy requires swordplay. Level 23: Increase damage to 2[W] + Strength, Constitution,
axe head with a toothy maw like the silhouette of a dragon’s Wondrous Item 13,000 gp or Dexterity modifier damage.
head. Property: When a weapon is sheathed in this item and you Power (Daily ✦ Teleportation): Free Action. Use this power
Wondrous Item 4,200 gp have no weapon in hand, you gain a +2 item bonus to after you hit a target with this weapon. Teleport the target
Power (Encounter): Standard Action. When you plant the Diplomacy checks. into a square adjacent to you.
battle standard in your space or an adjacent square, it cre- Property: You may draw a weapon from this sheath as part of
ates a zone in a close burst 3. Enemies in the zone when it the same action used to attack with the weapon. Foe Binder Ring Level 19
is created or at the start of your turn are pulled 2 squares Power (Daily): Immediate Interrupt. Use this power when
toward the battle standard and slowed until the start of you are hit by an attack and have not attacked yet in the This hefty iron ring earns you greater enmity from all whom
your next turn. encounter. The attacker must reroll the attack with a –4 you challenge. Such a burden falls heavy on all but the stoutest
The effects of the zone lasts until the end of the encounter penalty and use the second result. heart.
or until the battle standard is removed from the ground. Item Slot: Ring 105,000 gp
Any character in or adjacent to the battle standard’s square Extending Weapon Level 4 Property: When you mark an enemy, the enemy suffers the
can remove it from the ground of as a standard action. If an penalty to attack other creatures even when you are
enemy attempts to remove the standard, it provokes oppo A moment’s thought can cause this weapon to reach out for a included in the attack.
tunity attacks from you and you allies. foe’s blood. Power (Daily): Minor Action. Until the end of the encounter
Lvl 4 +1 840 gp Lvl 19 +4 105,000 gp enemies you mark take a –3 penalty to attack rolls for any
Belt of the Flanker’s Bane Level 6 Lvl 9 +2 4,200 gp Lvl 24 +5 525,000 gp attack that doesn’t target you instead of the normal –2
Lvl 14 +3 21,000 gp Lvl 29 +6 2,625,000 gp penalty.
When wearing this belt a subtle shift of your weight is all you Weapon: Any melee If you’ve reached at least one milestone today, this lasts
need to send a flanking enemy scrambling. Enhancement: Attack rolls and damage rolls until you take an extended rest instead.
Item Slot: Waist 1,800 gp Critical: +1d6 damage per die
Power (Encounter): Immediate Interrupt. Use this power when Property: This weapon has reach and is considered to be part Foe Caller Gauntlets Level 22
a flanking enemy attacks you. Slide one of the flanking of the polearm and spear groups in addition to its normal
enemies into any square adjacent to you. weapon groups. No enemy can escape your challenge when you point the foe
Power (Encounter): Free Action. Use this power after you hit a out while wearing these gauntlets.
target with this weapon. Pull the target 1 square. Item Slot: Hands 325,000 gp
Power (Encounter ✦ Teleportation): Immediate Interrupt. Use
this power when an enemy you’ve marked makes an attack
that does not include you. Teleport the enemy to a square
adjacent to you and make a melee basic attack against the
enemy.

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Know Your Role: Defender

Foe Chaser Boots Level 6 Swiftstrike Shoes Level 20 About the Author
Matthew Sernett is a writer and game designer for Wizards
Those you’ ve chosen to fight find escape less likely when you More supple shoes never touched the foot of a hero, and in
of the Coast who splits his time between Dungeons & Drag-
wear these boots.. these shoes a hero’s feet sometimes barely touch the ground.
ons® and Magic: The Gathering®. Recent credits include
Item Slot: Feet 1,800 gp Item Slot: Feet 125,000 gp Monster Manual® 2 and Player's Handbook® 2.
Property: You gain a +2 bonus to speed when you charge an Property: You gain a +5 bonus to speed for the first round of
enemy you’ve marked. combat.
Power (Daily ✦ Teleportation): Immediate Reaction. Use this Power (Daily ✦ Teleportation): Move Action. Teleport adja-
power when an enemy you’ve marked makes an attack cent to any enemy you can see.
that does not include you. Teleport into a square adjacent
to the marked foe. Vortex Mask Level 6
This eerie mask has a mouth from which no light escapes, and
Foe Fending Shield Level 6 it draws foes toward that darkness in a great inhalation.
This shield can fend off an attack against an ally while it in- Item Slot: Head 1,800 gp
flames your enemy’s ire. Power (Daily): Standard Action. Make an attack: Close blast 5;
Lvl 6 1,800 gp Lvl 26 1,125,000 gp targets enemies; Strength +4, Constitution+4, or Dexterity
Lvl 16 45,000 gp +4 vs. Fortitude; pull the target 4 four squares.
Item Slot: Arms
Shield: Any Crowd Killer Shield Level 20
Power (Daily): Immediate Interrupt. Use this power when
an attack against AC or Reflex defense would hit an ally Your foe’s might think they have the upper hand, but this
adjacent to you. The attacker is marked (save ends). If the shield ensures you fight on a level field.
attacker is already marked by you or an ally, the attacker Item Slot: Arms 125,000 gp
instead suffers a –2 penalty to the attack. Shield: Any
Level 16: The protected ally can be within 5 squares. Property: Enemies who flank you grant you combat advantage.
Level 26: The protected ally can be within 10 squares.

Foe Maker Weapon Level 5


No enemy can look upon this foul weapon and not hate both it
and its wielder.
Lvl 5 +1 1,000 gp Lvl 20 +4 125,000 gp
Lvl 10 +2 5,000 gp Lvl 25 +5 625,000 gp
Lvl 15 +3 25,000 gp Lvl 30 +6 3,125,000 gp
Weapon: Any melee
Enhancement: Attack rolls and damage rolls
Critical: +1d6 damage per die, or +1d10 per plus against a
creature you marked in the previous round.
Property: When you hit with this weapon, you may mark the
target and any foe adjacent to the target. The mark lasts
until the end of your next turn.
Power (Daily): Standard Action. You mark all enemies that can
see you within 10 squares. The mark lasts until the end of
your next turn.

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