Base Class: Fighter
A Siege Breaker is a master of destroying their enemy's battle formations and morale.
Momentum
At 3rd Level
As a bonus action, you may move up to half your movement speed, ignoring non magical difficult terrain. If this movement ends near a creature and you immediately use the attack action, any creature you hit is shoved 5 feet.
Breaker Strike
At 3rd Level
Using a bonus action, until the end of this turn, you can cause any creature hit by your attacks to be slowed by 15 feet until the start of your next turn and they take extra damage equal to half your fighter level rounded up. You can use this ability a number of times a day equal to your strength modifier (minimum 1). Additionally, using Momentum counts as using a bonus action for the purposes of this ability.
Unmoving
At 3rd Level
You have advantage on athletics checks to resist being shoved or moved, and you can move at half speed while being grappled.
Steel Headbutt
At 7th Level
As a bonus action, you may make an additional melee attack. This attack deals 1d4+str bludgeoning damage and the target must make a con save against your strength DC or be stunned until the start of your next turn. Once you use this ability you can’t use it again until you finish a long or short rest.
Stone Wall
At 10th Level
Whenever you take bludgeoning, piercing, slashing, or force damage, as a reaction you can reduce the damage you would take by twice your fighter level. Once you use this ability you can’t use it again until you finish a long or short rest.
Bulette Stomp
At 15th Level
As an action, you shake the ground. Any creature of your choice within 20 feet of you must make a Dexterity saving throw against your strength DC or take 8d6 bludgeoning damage and be knocked prone. On a success the target takes half damage and remains standing. Once you use this ability you can’t use it again until you finish a long or short rest.
Shock and Awe
At 18th Level
Whenever you use Steel Headbutt, Bulette Stomp, or Breaker Stance any number of creatures of your choice within 30 feet must succeed at a wisdom saving throw against your strength dc or be frightened for 1 minute. A creature can repeat it's save at the end of each turn. Once a creature succeeds at a saving throw it is immune to shock and awe for 24 hours. Any creature that has failed a save against Steel Headbutt, Bulette Stomp, or Breaker Stance has disadvantage on these saves.
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