Antimagic Aura. The bulwark's life force creates an area of antimagic, as in the antimagic field spell, within 5 feet of the bulwark while not unconscious.
Cunning Action. On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.
Dual Shields. The bulwark carries two shields, each of which is accounted for in the bulwark's AC.
Heavy Armor Master. bludgeoning, piercing, and slashing damage that the bulwark takes from nonmagical weapons is reduced by 3.
Martial Advantage. Once per turn, the bulwark can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the bulwark that isn’t incapacitated.
Multiattack. The bulwark makes four shield bash attacks.
Shield Bash. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (4d4 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.
Parry and Counter. The bulwark adds 5 to their AC against one melee or ranged weapon attack that would hit them. If the attack misses, they can make one melee attack against the attacker if it is within their reach.
Protection. When a creature the bulwark can see attacks a target other than them that is within 5 feet of them, the bulwark impose disadvantage on the attack roll.
Description
Bulwarks are taken at a birth and trained as fighters that work specifically in defense. While still in their mother's wombs they are put under a ritual that makes them obedient warriors and infuses them with abjuration magic.
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