Currently I'm a little worried that low levels are a bit feature dense and OP while higher levels are the opposite
Stroking the brand upon his wrist, the grizzled human heightens his senses to track the nearby invisible fey creatures.
Piercing the angel's wing with a javelin, the tiefling weaves magical chains into the attack that bind the angel to ground, making them vulnerable to further attacks.
The elf plunges her fiery claws into the enchanted warrior before her and seizes the usually imperceptible magical tether leading back to the enchantment's source. She sends a pulse of pain along it to wound the mage hidden nearby that was concentrating on the spell.
For some reason or other, obstructors utilise intense training, arcane markings and unrivalled will to oppose powerful beings that would seek to plunder or manipulate the world and its people.
Whether through intense study, hard won experience or just plain intuition, obstructers are masters at understanding their chosen prey. WIP
From the mischievous fey to the greedy dragon or the evil vampire lord, some beings and their followers cause no end of trouble in the world. Many obstructors devote themselves to being a line of defence against these troubles, protecting those around them from the inflictions of such foes.
WIP
You can make a ranger quickly by following these suggestions. First, make Wisdom your highest ability score (followed by Strength or Dexterity if you wish to make heavy use of weapons). Second, chose the TBD background. Third, choose the TBD and TBD cantrips, along with the 1st-level spells TBD and Primal Savagery.
WIP
d6 | Purpose1 | You seek to protect the people of this world, and its people, from those that would abuse it.2 | You are fuelled by vengeance or hatred for a particular group of creatures and those that sympathise with them.3 | 4 | You made a promise or deal that requires you fight the way you do in exchange for some other goal.5 | You simply desire the glory that comes with tales of heroism or domination.6 | You do not remember why you fight, it is all you have ever known.WIP
Your brand serves as a reminder of why you oppose the beings you do. Perhaps it is a mark of an oath you made, a memento from your past or something unnatural that grants you power.
d6 | Brand1 | You bear ritualistic scars or tattoos on your skin resembling runes, sigils or weapons.2 | You feel a constant pain from a lingering wound you received during a fateful encounter with the beings you oppose.3 | A shard of some magical or otherworldly material is embedded within your flesh.4 | You possess a symbol of a person, deity or order for whom you have sworn to oppose the beings you do.5 | You wear a piece of jewellery that you cannot remove due to a curse or it being physically fused with your body.6 | You are missing a hand, eye or limb that has been replaced with an artificial or spectral version.Hit Points
Hit Dice: 1d8Proficiencies
Armor: light armor, medium armor, shieldsStarting Equipment
You start with the following items, plus anything provided by your background.Multiclassing
Ability Score Minimum: Wisdom 13Your brand has given you facility with spells. See chapter 10 in the Player's Handbook for the general rules of spellcasting.
Cantrips. You know two cantrips of your choice from the obstructor spell list. You learn additional obstructor cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Obstructor table.
Spell Slots. The Obstructor table shows how many spell slots you have to cast your obstructor spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your obstructor spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the obstructor spell list.
The Spells Known column of the Obstructor table shows when you learn more obstructor spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new obstructor spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the obstructor spells you know and replace it with another spell from the obstructor spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability. Wisdom is your spellcasting ability for your obstructor spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Wisdom whenever an obstructor spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for an obstructor spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus. You can use an arcane focus as a spellcasting focus for your obstructor spells.
At 1st level, you have a brand that signifies your devotion to opposing particular beings. This brand could be self inflicted as part of a ritual or oath, or it may be the result of an event in your life that put you on the path of becoming an obstructor, serving as a reminder of why you fight.
Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
Your brand is surrounded by arcane markings that may resemble tattoos or scars.
At 2nd level, you gain two marks of your choice. A list of the available options can be found at the end of class. When you gain certain obstructor levels, you gain additional marks of your choice, as shown in the Marks Possessed column of the Obstructor table.
Additionally, when you gain a level in this class, you can choose one of the marks you possess and replace it with another mark that you could learn at that level.
If a mark has prerequisites, you must meet them to learn it. You can learn the mark at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.
At 3rd level, your training has enhanced your ability to hinder and harm your enemies. This ability is represented by your Obstructor dice, which are each a d4. You have a number of these dice equal to twice your proficiency bonus, and they fuel various obstructor features you have, which are detailed below. You regain all your expended obstructor dice when you finish a long rest. You can also use an action to expend an obstructor spell slot and regain a number of expended Obstructor dice equal to the spell slot's level.
When you reach certain levels in this class, the size of your Obstructor dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10).
The features below use your Obstructor dice.
Obstructer's Sense. As an action, you can expend an obstructor die and enter a trance and focus on the sound and smells of particular creatures. Choose a creature type; aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. For the next minute, you know the location of any creatures of that type within 60ft of you. You may also add the result of the roll to your first (any?) Wisdom check against a creature of the chosen type during the trance.
Obstructor's Protection. When you or a creature within 10ft of you takes damage, you can use a reaction to expend an Obstructor die, roll it, and reduce the damage taken by the number rolled plus your Wisdom modifier (minimum reduction of 1).
Each subclass will add 1-3 features, some marks may too.
I worry that tying this many features to one pool of limited uses is a bit limiting (however they do still get marks and such, and 2xprof+spell slots is not a small pool)
Pool # equal level (and remove converting spell slots)
At 3rd level, you gain a feature granted by your Brand.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
No features
Starting at 6th level, you can use an action to analyse a creature you can see within 60ft and determine one of the following pieces of information about that creature:
Any damage resistances and immunities.
Any damage vulnerabilities.
Any condition immunities.
One ability score of your choice and if they are proficient in saving throws with that ability.
Traits that grant bonuses to certain saving throws?
Traits that restore hit points and how to cancel them?
Incorporate Wisdom check somehow (would then stack with discipline stuff)?
No features
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
No features
At 10th level, you gain a feature granted by your Brand.
Starting at 11th level,
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
no features
At 14th level, you gain a feature granted by your Brand.
Starting at 15th level,
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
no features
At 6th level, you gain a feature granted by your Brand.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Starting at 20th level,
Something about recovering Obstrtuctor Dice or Spell slots?
Allow switching marks during LR?
Opposes synthetic beings (mainly constructs but some undead may also count)
Underdark (basically already covered by aberrant or wilderness)
Fiend (basically occult or primordial)
Necromancy (basically occult)
Shapeshifter (opposes shapechangers and oozes)
Colossus (opposes giants and other creatures larger than them)
You bear one Mark of Devotion of your choice from the obstructor class. Your spellcasting ability for the mark is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the mark has a prerequisite of any kind, you can choose that invocation only if you're an obstructor who meets the prerequisite.
Whenever you gain a level, you can replace the mark with another one from the obstructor class.
At 1st level, your research and rituals have given you a greater understanding of those you oppose.
Choose a subject that you and your DM agree is appropriate for your character to have greater knowledge of, and that relates to those you oppose (some examples are included in the list below). When you make an Intelligence or Wisdom check related to your subject, you may add 1d4 to the roll.
Appropriate examples of subject could be:
One of the following creature types; aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Two specific kinds creatures or races of humanoid, such as vampires or lycanthropes.
A specific plane of existence, other than the material, such as the Feywild or Avernus, that creatures you oppose may originate from.
The creatures found within a specific region of a plane, such as Icewind Dale or Barovia.
A cult, order or similar faction that follows a being, or beings, that you oppose.
A school of magic commonly employed by those you oppose, such as enchantment or necromancy.
Maybe make specific to each subclass. e.g. Occult has a 1d4 in regards to undead, fiends and lycanthropes
Starting at 6th level, you can enter a trance that improves your senses and insight. As an action, choose a creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead. For the next minute, you know the location of any creatures of that type within 60ft of you. You also have advantage on Wisdom checks against creatures of that type. This trance ends early if you make an attack or cast a spell.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.