Base Class: Fighter
Armigers take pride in their armor and learn to use it to deflect attacks that might otherwise prove lethal. Masters of defense, these fighters create, mend, and maintain their own shields and suits of armor. Where many warriors enter battle hoping to make quick work of their enemies, Armigers focus on outlasting their foes rather than quickly dispatching them.
Armored discipline
At 3rd level, you gain proficiency with smith’s tools and leatherworker’s tools, and you can craft, reinforce, or repair armor during a long rest.
In addition, when wearing armor, you can use your bonus action to enter a guarded stance, lasting until the end of your next turn. While in this stance:
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You can’t be moved against your will.
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Your AC increases by 1 against ranged attacks and saving throws to resist being knocked prone are made with advantage.
You can use this bonus action a number of times equal to your Constitution modifier (minimum 1), and you regain all uses on a short rest.
Living Bulwark
Also at 3rd level, your armor is an extension of yourself. While wearing armor, you gain the following benefits:
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You gain temporary hit points equal to your proficiency bonus at the start of each of your turns if you took damage since the end of your last turn.
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When you are subjected to an effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage on a success, and only half damage on a failure. You must be wearing heavy armor to gain this benefit.
Armored Intercept
Starting at 7th level, you learn to block blows with precise angles and anticipation. When a creature you can see within 5 feet of you is hit by an attack, you can use your reaction to reduce the damage by 2d10 + your fighter level, potentially shielding them completely.
If this reduces the damage to 0, the attacker must make a Dexterity saving throw (DC = 8 + your proficiency + your Strength or Constitution modifier) or be knocked prone or disarmed (your choice).
Flow of the Fortress
Starting at 10th level, you’ve learned to flow between defense and motion. When wearing armor:
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You ignore movement penalties from armor and never have disadvantage on Stealth checks from it.
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Opportunity attacks against you are made with disadvantage.
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If you begin your turn within 5 feet of an ally, you can take the Dash or Disengage action as a bonus action once per round.
Shield of the Fallen
At 15th level, You can now intercept fate itself. When you or a creature within 30 feet of you is reduced to 0 hit points by an attack or effect you can see, you can use your reaction to absorb the blow.
You expend one of your hit dice, rolling it and adding your Constitution modifier. The target instead drops to 1 hit point and gains temporary hit points equal to the result.
You can use this feature a number of times equal to your proficiency bonus per short rest.
Shield the Line
At 18 th level, When a creature within 30 feet of you is reduced to half HP or less, you can use your reaction to immediately move up to your speed toward them (without provoking opportunity attacks) and grant them the following benefits until the end of your next turn:
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They gain resistance to all damage.
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They can’t be moved, grappled, or knocked prone unless they allow it.
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If you end your movement within 5 feet of the triggering creature you can use armored intercept as apart of this same reaction to block damage for the triggering creature.
You can use this reaction a number of times equal to your Constitution modifier (minimum once), regaining all expended uses after a short rest.







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