Fighter
Base Class: Fighter

A Defender specializes in defense with mobility and impenetrability. Donning heavy armor and heavy or tower shields while steadily advancing towards opponents, they crush them with overwhelming force. They are a tank, imposing themselves between the enemy and their allies, and absorbing the damage in their comrades' stead.

Shield Bash

Starting at 3rd level, you are able to attack with potent force with your shield. You are proficient in shields as a weapon, which deal bludgeoning damage. The amount of damage you deal increases as you level, as shown on the table below.

Level - Damage

  • 3rd - 1d6
  • 7th - 1d8
  • 11th - 1d10
  • 15th - 2d6
  • 18th - 2d8

Additional Fighting Style

Also at level 3, you adopt a secondary Fighting Style option from one of the following options. Please note that you cannot take the same Fighting Style more than once, even if you get to choose again.

  • Defense, Interception, Protection
Defense

While you are wearing armor, you gain a +1 bonus to AC.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

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 impose disadvantage on the attack roll. You must be wielding a shield.

Aegis

At 7th level, you gain the following benefits when wielding a shield:

  • When you attack on your turn, you can use a Bonus Action to try and shove a creature within 5 feet of you back with your shield. On a failed CON save, the target is knocked back 10 feet. On a successful save, the target does not move and gains advantage against you on its next attack.
  • As long as you are not incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or any other harmful effects that target you.
    • Alternatively, you can throw your shield out to an ally within 5 feet of you to grant the same benefit. You cannot protect both yourself and your ally, however.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw for half damage, you can use your reaction to take no damage if you succeed your save, interposing your shield between yourself and the source of the effect.
    • Alternatively, you may grant this bonus to an ally within 5 feet of you. You cannot protect both yourself and your ally, however.

Protective Aura

Starting at 7th level, party members within 15 feet of you gain a bonus to their AC. This bonus is equal to half your Strength modifier plus half of your Dexterity modifier (minimum of 0).

  • At 10th level you can use your reaction to leap/sprint to a party member within your line of sight up to your speed and give them this bonus as they are being attacked, boosting their AC in their time of need. 
  • At 15th level, your aura extends to up to 30 feet and the bonus to AC is equal to half your Strength modifier plus half of your Dexterity modifier (minimum of 0).

Heavily Fortified

At 10th level, while you are wearing heavy armor, any disadvantage caused by the armor you are wearing is negated, and when you become encumbered, you don’t lose any movement speed.

  • Additionally, while wearing heavy armor, when you are forced to make a saving throw against being grappled, incapacitated, paralyzed, knocked prone, restrained, or stunned, you can spend your reaction to gain advantage on the roll.

Shield Charge

Starting at 15th level, you can plow through your enemies with ease. You can move up to your speed in a straight line and move through the space of any creature Medium sized or smaller. The first time you enter a creature’s space during this move, you can make a shield base attack against that creature. If the attack hits, the target must succeed on a Strength saving throw (8 + your proficiency bonus + your Strength modifier) or be pushed along ahead of you for the rest of your movement.

  • If a creature fails the save by 5 or more, it is also knocked prone and takes 1d4 additional bludgeoning damage (or 2d4 bludgeoning damage if it was already prone).

Intimidating Presence

Upon reaching 18th level, your very presence imposes threat against your enemies and you gain the following benefits:

  • When a hostile creature comes within 5 feet of you or starts its turn there, it must make a Wisdom saving throw. This DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, it has disadvantage on all attack rolls against targets other than you until the end of your next turn. You must be wearing heavy armor, wielding a shield, and not be incapacitated to gain this benefit.
  • When you hit a creature with a shield on your turn, you can use a bonus action to make a concussive strike against the target. The target must make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature becomes stunned until the end of your next turn.

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