Fighter
Base Class: Fighter

Shields of the Soul Forger are a special breed of dwarven fighter. Though not paladins or clerics by nature, their devotion to their patron deity and to protect all things dwarven has touched the Dwarffather, and He has deigned to grant them his blessings. Shields of the Soul Forger usually gather together as a dedicated order to protect dwarf holds from threats both below and above the surface or are found as officers in the standing armies of dwarf kingdoms, but every once in a while one will embark on a quest that takes him or her into the wider world.

Restriction: Dwarves Only

Only dwarves can become Shields of the Soul Forger. Few other races would worship Moradin, the Soul Forger, who is chief god of the dwarven pantheon; and it is unlikely that He would grant his blessing to someone who is not one of His children.

Your DM can lift this restriction to better suit the campaign.

Divine Resilience

Beginning when you take this archetype at 3rd level your body toughens as Moradin blesses your body and lets you weather the blows of your enemies. When you take slashing, piercing, or bludgeoning damage from non-magical sources (including falling and other environmental damage), reduce the damage taken by 3 each time you are dealt damage. Divine Resilience can reduce the damage taken to 0 but not below 0.

Ancestral Enmity

At 3rd level, your calling to defend the dwarf holds against the ancestral enemies of your people has manifested in the ability to better slay them. Once per round when you successfully land a weapon attack against goblinoids, orcs, drow, or giants you may deal an additional 2d8 damage.

Stand Your Ground!

Starting at 7th level, you can use a bonus action to take a defensive stance and stand your ground, focusing all your attention on defending yourself and your immediate allies. When you do so, the following take effect:

  • Your speed drops to 0
  • You cannot dash or disengage or perform any actions that require moving from your spot
  • Your AC increases by 4
  • You gain advantage on Strength saves made to prevent being moved or knocked prone
  • When you hit an enemy creature within your reach with an opportunity attack, its speed drops to 0 and they make their attack rolls with disadvantage until the end of their next turn

You continue to stand your ground until you choose to move or are forced to move. When you cease standing your ground, you feel winded from the effort and make all of your attack rolls, ability checks, and saving throws with disadvantage and enemies have advantage on attack rolls against you for 1 minute.

After you use this feature you may not use it again until after you have completed a short or long rest.

Earthen Might

At 10th level your weapon attacks are blessed with great power by the Soul Forger to smite the enemies facing you. When you successfully land a weapon attack, you may deal two additional damage dice of the weapon's type.

You may use this feature a number of times equal to one plus your Strength modifier. You regain all expended uses of this feature after you take a long rest.

Mountain Path

Beginning at 15th level as an action you can transport yourself and up to 5 willing creatures within 5 feet of you up to 1 mile away to a point you can see or are familiar with by travelling along the edge of the Elemental Plane of Earth. Both your entry point and exit point must be within 5 feet of solid, natural stone. Once you arrive at your desired endpoint, you and anyone travelling with you are shunted 15 feet in a random horizontal direction.

After you use this feature you may not use it again until after you have completed a long rest.

Improved Divine Resilience

At 18th level a Shield of the Soul Forger's body has become even tougher under the attentive nurturing of Moradin. You gain resistance to fire damage and your damage reduction from Divine Resilience increases to 10 and applies against all sources of damage, magical or otherwise.

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