A Guide to 4th Edition Dungeons & Dragons Defenders

Michael Strauss
The 4th edition release of Dungeons & Dragons (D&D) introduced the new concept of class roles to the game. Almost since the advent of D&D, players have recognized that different character classes tend to fill different roles in a D&D party. The precise language often varied among different groups of players, but characters were often referred to as "tanks", "healers", "blasters", "skirmishers", "beaters", or some other similar role. In 4th edition, the terminology was codified and each class was assigned a specific role that it best fulfilled. These four roles are striker, defender, leader, and controller.

The defender is a simple role in theory, but very difficult to master. At present there are four defender classes: fighter, paladin, swordmage, and warden. More so than any other role, each class with this role requires uniquely different play style than the other classes to fulfill the function of the role.

As the name suggests, the function of the defender role is to provide defense for the party by limiting the ability of enemies to attack allies. Defenders have powers and class features that restrict the manner in which enemies can attack and the targets which they can choose from on those attacks. This restriction most often comes in the form of attack penalties and retributive damage when the restrictions are ignored.

All defenders share a common class feature called a "mark". A mark is a status effect that defenders can inflict upon enemies that give a -2 penalty to enemy attacks that do not include the defender. In addition, all defenders have unique class features that can deal damage or partially incapacitate marked enemies that attack allies or move in specific ways. The differences in these class features and the power set of each defender is what make each defender unique.

Fighters are a completely melee oriented defender with the strongest ability to prevent enemies from disengaging. The class features of fighters allow them to attack marked enemies that try to move away in an otherwise safe manner and to stop the movement of enemies that move away in a reckless manner. Fighters tend to focus their powers and feats on a single weapon type and gain benefits for that specialization in the form of additional damage, higher accuracy, or the ability to inflict certain status effects on the enemy. Fighters are optimal defenders against skirmishers and soldiers, but tend to be weaker against controllers and artillery.

Paladins combine single target defense with a leader-like ability to heal. The mark of a paladin can only be on a single target at a time, but automatically deals damage to the enemy if it attacks an ally of the paladin. Where paladins really excel is in their power set. Paladin powers provide a wide range of attack and defense penalties to enemies and an even wider ranger of defense and healing benefits to their allies. These class features and powers combine to make paladins optimal defenders against solo and elite enemies, but tend to be weaker against large groups of enemies.

Swordmages are the best defenders in the game against long range enemies. They can place their mark at range and the mark maintains even if the enemy disengages. Furthermore, when a marked enemy attacks an ally, the swordmage can either prevent a good portion of the damage from the attack, teleport adjacent to the enemy or teleport the enemy adjacent to the swordmage. In addition, swordmages have a large number of powers that allow them to teleport to various portions of the battlefield or attack enemies at range. Swordmages are optimal against controllers, artillery, and lurkers, but tend to be weaker against soldiers and brutes.

Warden is, by far, the most defense oriented of all the defenders. Wardens have the highest hit points, powerful defenses, many powers that improve defense or provide temporary hit points, and wear armor that does not restrict movement. This combines very well with the warden's ability to mark all adjacent enemies. The primary method of defense of a warden is to move into the middle of a group of enemies, mark them all, and then absorb the damage that might otherwise be directed at allies. Wardens are optimal defenders against brutes and large groups of enemies, but tend to be weaker against skirmishers and lurkers.

The defenders benefit to a party is easiest to identify in a party without defender. Parties without a defender will tend to take more damage and that damage will usually be more focused on a single party member. With nothing to limit which party members can be attacked, enemies will be more able to used sound tactics against the party, making fights much more difficult. A defender with the ability to mark enemies, class features that punish enemies for taking certain actions, and powers that disrupt tactical formations can prevent these focused attacks on the party.

Published by Michael Strauss

As both a person and a writer, I am still discovering myself. I attended Carnegie Mellon University, first as a computer science major, and eventually graduated with a degree in logic and computation with a...  View profile

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