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: 1d10Proficiencies
Armor: light armor, medium armor, shieldsStarting Equipment
You start with the following items, plus anything provided by your background.Multiclassing
Ability Score Minimum: Wisdom 13At 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 body is bears marks that are reminders or results of your devotion to obstruction.
At 1st level, you gain one mark of devotion of your choice. A list of the available options can be found at the end of class. You gains additional marks at 2nd and 9th level in this class.
You also gain one mark enhancement of your choice at 1st-level, as described under "Mark Enhancements" on each mark of devotion. When you gain certain obstructor levels, you gain additional mark enhancements of your choice, as shown in the Mark Enhancements known column of the Obstructor table. Each enhancement you gain must be for a mark you have. If an enhancement requires a level, you must be the level in this class to learn the enhancement. Additionally, when you gain a level in this class, you can choose one of the mark enhancements you possess and replace it with another mark that you could learn at that level.
If a mark or an enhancement grants you a spell, Wisdom is your spellcasting ability for that spell. Some mark enhancements require creatures to make saving throws to resist the effects. The saving throw DC is calculated as follows:
Mark save DC = 8 + your proficiency bonus + your Wisdom modifier
Starting at 2nd level, as an action, you can 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 1d4 to any Wisdom check against a creature of the chosen type for the duration of the trance. The trance ends early if you choose to end it (no action required) or if you lose concentration (as if you were concentrating on a spell).
At 2nd level, you can increase the power of your marks of devotion. You gain two mark enhancements of your choice, which can be found in the descriptions of each mark. Each enhancement must be for a mark of devotion that you posess, you can take an enhancement at the same level you gain the associated mark.
At 2nd level, you learn an additional mark of devotion.
In addition, you can also replace one mark you know with a different one. If you do so, you must also replace any enhancements associated with the old mark for different ones associated with marks you have.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
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)?
At 10th 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.
At 11th level, you learn an additional mark of devotion. You can also replace one mark you know with a different one.
At 10th 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.
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.
At 9th level, you learn an additional mark of devotion.
In addition, you can also replace one mark you know with a different one. If you do so, you must also replace any enhancements associated with the old mark for different ones associated with marks you have.
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)
Wilderness (opposes beasts, plants. Maybe also monstrosities and fey)
Fiend (basically occult or primordial)
Necromancy (basically occult)
Shapeshifter (opposes shapechangers and oozes)
Colossus (opposes giants and other creatures larger than them)
WIP. You gain the following benefits:
You gain one Mark of Devotion of your choice from the obstructor class (this is added to any marks you have from another source).
You gain one Mark Enhancement for a mark you have.
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.