Base Class: Fighter
For untold ages, the dwarves have paid in blood to keep their subterranean homes safe. The keystone to the defense of dwarven clanholds are the tunnel watchers, warriors trained in in the tight, uneven paths beneath the surface of the world. While the techniques of the tunnel watchers originated with the dwarves, others see the value in such a specialization. Tunnel watchers can thus be found throughout the mountainous regions of the world.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with thieves' tools and masons' tools.
First Line of Defense
Starting at 3rd level, a creature that you hit with a melee weapon attack has its speed reduced by 5 feet and can't use the Disengage action until the start of your next turn. You can't reduce a creature's speed by more than 10 feet with this feature.
In addition, when you hit a creature with an opportunity attack, you deal an extra 1d8 damage of the weapon's type.
Fight for Every Step
At 3rd level, when you take damage from a melee attack, you can use your reaction to move 5 feet away from the attacker, reducing the damage you take from the attack by 1d6 + the number of hostile creatures within 5 feet of the space you left. This movement doesn't provoke opportunity attacks.
The attacker can take its reaction to immediately move into the space you left. This movement doesn't provoke opportunity attacks.
Safe Passage
At 7th level, you have advantage on saving throws against traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions. Traps, natural hazards, and lair actions have disadvantage when they make attack rolls against you.
Steadfast
At 10th level, you have advantage on saving throws against effects that would move you against your will, including teleportation effects. When a hostile creature forces you to make a Strength saving throw and you don't succeed, you deal an extra d8 damage of the weapon's type the next time you hit with a weapon attack before the end of your turn.
Cave-In
Starting at 15th level, once on each of your turns when you use the Attack action, you can replace one of your attacks with a strike against a wall or ceiling within your weapon's reach or range. Creatures other than you within 5 feet of the section of wall or the floor below the ceiling where you strike must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
A creature that fails this saving throw takes 2d10 bludgeoning damage and is restrained until the end of its next turn. A creature that succeeds this saving throw takes half damage and isn't restrained. While restrained in this way, a creature has three-quarters cover against creatures other than you. When the effect ends, the creature's space becomes difficult terrain.
Against the Tide
Beginning at 18th level, when you use the Attack and hit more than one creature with a weapon on your turn, you can use a bonus action to gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. When you shove more than one creature on your turn, you can shove one creature within 5 feet of a creature within 5 feet of a creature you successfully shoved.
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