Base Class: Fighter
The Heavy Defender recognizes their greater strength than their smaller allies. In response, they choose to shove whatever they can, be it their large weapon or their own body, between enemies and allies. Heavy Defenders use the size of their weapons to interfere with enemy attacks and the bulk and weight of such a fighter and their weapon can hurt monsters regardless of how the weapon hits.
Hit Taker
Upon choosing this archetype at 3rd level, your HP increases by 1. When you level up, you may add one additional hit point.
Heavy Protection
At 3rd level, you learn how to use the size of your weapon to block opponents' attacks. 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 enforce disadvantage on the attack role if you are wielding a weapon with the heavy property.
Weapon's Advantage
Starting at 7th level, you become a master of using your heavy weapon to debilitate opponents. When you use your reaction to impose disadvantage on a creature, you can also strike them with the blunt end of your weapon if the enemy is within melee range. This attack deals 1d4 plus your proficiency bonus bludgeoning damage if it hits. If you roll 5 above their AC, you add your proficiency bonus again, but if you roll half of their AC or below, your defence slips; you no longer impose disadvantage against the creature and they can also choose to attack you with advantage instead of their original target.
Third Wind
Starting at 10th level, you may use Second Wind a second time before completing a short or long rest.
Bulwark
At 15th level you may choose an additional fighting style.
As well, your AC is improved by 2 and your hit points now increase an additional 2 when levelling up instead of 1.
Flurry of Might
Starting at 18th level, you may use your action to become a flurry of might on the battlefield. Until the start of your next turn, you impose disadvantage on all hostile creatures within 5 feet of you. Whenever a hostile creature enters this field, you roll a d20. On a 19 or 20, they are immediately stunned and take 1d4 plus your proficiency bonus bludgeoning damage.
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