Fighter
Base Class: Fighter

Bulwarks are legendary warriors dedicated to protecting their allies. They take blows from enemies to keep their friends alive, taunt enemies, and block incoming projectiles with their own bodies. They are, all in all, the ultimate tanks.

Tank

Beginning when you choose this archetype at 3rd level, you gain a +2 to AC.

Taunter

Starting at 7th level, you can taunt a creature as a bonus action, forcing all enemies within 120 feet of you to make a Wisdom saving throw with a DC equal to 8+your proficiency bonus+your CHA modifier or gain disadvantage on attack rolls against all other creatures except you for 1 minute. On a success, the target is immune to this effect for 1 hour. This ability can be used once a short rest.

Grit

At 10th level, you can call up your inner energy reserves to keep you going in a fight. As a bonus action, you may expend a number of hit dice equal to half your level to gain that many temporary hit points and remove one nonmagical negative status effect afflicting you.

Walking Shield

Starting at 15th level, you are considered half cover to creatures that are behind you while you are holding a shield or wearing heavy armor. You also grant a +1 bonus to AC to allies within 5 feet of you.

Defensive Stance

At 18th level, you have learned a technique to become a living fortress. As a bonus action, you can enter a defensive stance. Your walking speed is halved, you gain disadvantage on Dexterity saving throws, you gain a +2 bonus to AC, you become full cover, and you gain advantage on Strength saves against being moved or knocked prone against your will. You can exit the defensive stance as a bonus action. This ability can be used once a long rest.

Comments

Posts Quoted:
Reply
Clear All Quotes