Fighter
Base Class: Fighter

Those who learn the fighting prowess of the
Bulwark Warrior protect their allies from certain
death. Bulwark Warriors maintain control on their
enemies to keep them focused on themselves.
Endurance and strength are primary skills of these
warriors, they are prepared to take lethal strikes
for their compatriots.

Protective Taunt

Starting at 3rd level, once per turn whenever you make
a melee weapon attack against a creature, you can taunt
them into attacking you. When a creature you’ve hit since
the start of your last turn attacks someone other than you,

you can use your reaction to force them to attack you in-
stead. This effect ends early if they move more than 5 feet

out of your reach, you become incapacitated, or you die.

 

Weather the Storm

Also at 3rd level, you have grown accustomed to being
battered and bruised. As a bonus action, for the next
minute at the end of each of your turns, you can gain
temporary hit points equal to your fighter level. Once
you use this feature, you can’t use it again until you
finish a short or long rest.

Aggressive Defense

At 10th level, you learn to wait for the perfect moment
to strike. Once per turn when you have temporary
hit points and hit a creature with a melee weapon
attack, you can expend up to half your fighter level
in temporary hit points to deal that much additional
damage to your target.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Living Shield

When you reach 7th level, you can quickly protect allies from attacks. As an action, all creatures of your choice within 30 feet that can hear you must make a Wisdom saving throw with a DC equal to 8 + your Constitution modifier + your proficiency bonus. Each creature that fails the save has disadvantage on all attack rolls that do not target you until the beginning of your next turn. Additionally, you can gain a number of hit points equal to your Constitution modifier for each failed saving throw. You can use this feature twice, regaining all spent uses at the end of a long rest. You gain an additional use of this ability at 15th level.

Bolstering Wind

Starting at 15th level, your endurance is unrivaled in
battles. When you gain health from your Second Wind
feature, you can also gain temporary hit points equal to
the amount healed. 

Halt the Assault

Starting at 18th level, when a creature within 5 feet of
you takes damage, you can use your reaction to use your
temporary hit points to reduce the damage taken by the
target by the amount of temporary hit points forfeited.

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