Fighter
Base Class: Fighter

Twin Bastions fight with a shield in each hand, transforming defense into absolute battlefield control. They do not rely on blades or finesse; instead, they dominate through positioning, pressure, and unrelenting resilience. Every movement is deliberate, every impact calculated—turning their shields into both barrier and weapon.

To face a Twin Bastion is to be forced into a losing choice. Advance, and you are met with crushing force. Retreat, and you are denied space. Strike at their allies, and they will be there to intercept. They do not chase the fight—they decide where it happens, and who survives it.

Twin Shield Adept (3rd-level feature)

You have mastered the art of fighting with two shields, turning defense into offense.

  • Ability Score Increase. Increase your Strength score by 1, to a maximum of 20.
  • Dual Shield Defense. While you are wielding a shield in each hand, you gain an additional bonus to your AC equal to half the AC bonus of your second shield (rounded up).
  • Shield Strikes. You can use a shield as a melee weapon. It deals 1d4 bludgeoning damage on a hit, and you add your Strength modifier to the damage roll. A shield you wield counts as a light melee weapon for you.

Level 7: Steady Defense (7th-level feature)

Starting at 7th level, your defensive stance becomes unshakable.

If you haven’t moved during your turn, you can take the Dodge action as a bonus action.

Level 10: Shield Charge (10th-level feature)

As an action, you brace your shields and surge forward in a straight line.

You can move up to your speed in a straight line. During this movement:

  • You can move through the space of creatures your size or smaller.
  • Each creature in your path must make a Strength or Dexterity saving throw
    (DC = 8 + your proficiency bonus + your Strength modifier)

On a failed save:

  • The creature takes 2d4 + your Strength modifier bludgeoning damage and is knocked prone

On a successful save:

  • Strength save: The creature holds its ground, and your movement stops in front of it
  • Dexterity save: The creature moves 5 feet to the side (your choice), and you continue moving

You can use this feature a number of times equal to your proficiency bonus per long rest.

Level 15: Fortress Unleashed (15th-level feature)

Your mastery over shield combat allows you to push your techniques beyond their limits.

  • Reinforced Strikes. Your shield strikes now deal 1d8 bludgeoning damage instead of 1d4.
  • Immovable Defense. When you take the Dodge action, you can double the AC bonus granted by your Shields until the start of your next turn.
    You can use this benefit a number of times equal to your proficiency bonus per long rest.
  • Immovable Wall. While you are under the effects of the Dodge action, creatures of your size or smaller cannot willingly move through your space.
  • Devastating Charge. When you use your Shield Charge, its damage increases to 2d8 + your Strength modifier. Also first creature that fails saving throw is grappled.
    If movement ends with a collusion creature that grappled will take additional 2d8 bludgeoning damage.

Level 18: Living Bastion (18th-level feature)

You become the embodiment of an unbreakable wall.

As a bonus action, you enter a fortified stance that lasts for 1 minute. This effect ends early if you are incapacitated. You can use this feature once per long rest.

While in this state:

  • You gain the effects of the Enlarge option of the Enlarge/Reduce spell.
  • Creatures of your size or smaller cannot willingly move through your space.
  • You have advantage on Strength checks and saving throws.
  • You cannot be knocked prone or moved against your will.

When you activate this feature, choose one of the following effects:


• War Bastion’s Roar

Each hostile creature of your choice within 15 feet must make a Wisdom saving throw
(DC = 8 + your proficiency bonus + your Strength modifier).

On a failed save:

  • The creature is taunted by you for the duration.
  • While taunted, it has disadvantage on attack rolls against targets other than you.

The effect lasts for 1 minute. It ends early for a creature if:

  • it deals damage to you, or
  • it succeeds on a Wisdom saving throw at the end of its turn.

• Rallying Bulwark

Allies of your choice within 15 feet gain:

  • Temporary hit points equal to your fighter level
  • +1 bonus to AC
  • Advantage on saving throws against being frightened

These benefits last for the duration.


• Terrifying Advance

Each hostile creature of your choice within 15 feet must make a Wisdom saving throw.

On a failed save:

  • The creature is frightened of you for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.


 

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