Base Class: Fighter
The Bulwark Protectors
"Being a Bulwark is more than being big, tough, and heavy. There is a subtle finesse and skill to it... or so any Bulwark would tell you, but I can never tell if they're joking or not.
Initially, a simple military garrison, the Order of the Defenders was eventually formed by the troops, state, and mercenary, assigned to protect a single mountain pass fort during one of the many wars that shaped the current borders.
The war lasted longer than many anticipated, and 2 others followed soon on its heel before a long time of peace.
The constant need for a permanent defense force in that one remote isolated fort forged its people into a unique autonomous militaristic guild of the sort, and the ideals of the Order were passed on down the generations.
After a long time during the peace era, they were... ahem, remembered by the crown holding claim to that one fort, and given great praise for their unyielding protection of the kingdom from it's enemies. Many commanders of the Order were given nobility titles. However, they did not retire. Instead, using the monetary resources awarded to them and their newfound influence, they founded a fully independent mercenary order. The one we know of as the Order of the Defenders.
Using this newfound base, they recruited those of the warriors of that mountain fort that would not set down their shields and retire as was offered to them. Most of the legendary garrison joined. Now the time has passed, and the Order recruits and trains aspirants to become Bulwarks, giant shield wielders using a combat style forged in the harsh constantly besieged snowy passes of that fort. Their repute is that of the toughest individuals one can ever find amongst mercenaries. And the fact that the fighting style and ideals of the Order train them to shield others from harm, makes them the most valued and expensive bodyguards money can buy."
The Bulwark Shield
It grants you +3 to your AC, instead of +2.
If you haven't moved on your turn, you can use your bonus action to give yourself and all friendly creatures within 5 feet half cover. Your movement speed is reduced to 0 until the start of your next turn when you do so.
While wielding the great shield, your size is considered one size larger for the purposes of grapple and shove attempts and for your Bulwark features.
When you would need to make a Dexterity saving throw you can make a Strength saving throw instead.
The Strain of Might
Starting at 1st level, you have a resource called strain. Your strain maximum equals your Bulwark level, as shown on the Maximum Strain column on the Bulwark table. Whenever you finish a long rest, your strain is reduced to 0.
Some features you use give you strain, and you can accumulate strain up to your maximum. If you use a feature that gives you strain while your strain accumulated is at your maximum, you suffer a number of levels of exhaustion equal to the strain you would gain.
Great Bash
- As an action, you can choose to gain 1 strain to make a single melee attack with your great shield. On a hit, you cause 1d8 bludgeoning damage. The damage increases to 2d8 at 7th level, 3d8 at 11th level, and 4d8 at 15th level.
- In addition, if the creature is one size larger than you or smaller, it must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, you can apply one of the following effects:
- The creature is stunned until the end of its next turn.
- The creature takes additional 2d6 damage.
Great Leap
- As an Action, you can choose to gain 1 strain to jump 15 feet in any direction. You can jump towards a space occupied by another creature, that creature must succeed on a Dexterity saving throw against (DC 8 + your proficiency bonus + your Strength modifier), or take 1d6 bludgeoning damage and is knocked prone. On a success, you fall on a unoccupied space within 5 feet of that creature. The damage increases to 2d6 at 7th level, 3d6 at 11th level and 4d6 at 15th level.
Great Push
- As an Action, you can choose to gain 1 strain to force a creature of one size larger than you or smaller than you are in melee range, to make a Strength or Dexterity Saving Throw (it's choice) against a DC of 8 + your proficiency bonus + your Strength modifier. On a failure, you can choose one of the following effects:
- The creature is knocked prone and takes 2d6 bludgeoning damage. This damage increases to 3d6 at 7th level, 4d6 at 11th level, and 5d6 at 15th level.
- The creature is violently pushed back 20 feet. If it collides with anything solid enough, such as a creature or object of its same size or larger, or an immovable structure, it takes 1d6 damage for every 10 feet pushed, plus an extra 1d8 bludgeoning damage. Objects and creatures hit by the creature take half the damage dealt to the target of the push. The distance pushed increases to 30 feet at 7th level, 40 feet at 11th level, and 50 feet at 15th level.
Tactics of Sacrifice
- Leg Focus
As a Bonus Action, you can sacrifice 1 AC to gain 10 feet of movement for 1 minute. At 10th level, you can sacrifice 3 AC to gain 20 feet of movement for 1 minute.
- Shield Focus
As a Bonus Action, you may Sacrifice 10 feet of movement to gain 1 AC for 1 minute. At 10th level, you may sacrifice 20 feet of movement to gain 3 AC for 1 minute. You must be wielding a shield to use this focus.
Reflexes of Survival and Sacrifice
- Full Sacrifice
When an allied creature within 15 feet is targeted by an attack, you can use your reaction and gain 1 strain to move to an unoccupied space within 5 feet of that creature and take the attack in its place, causing the attack to target you instead. You must use this reaction before you know if the attack hits or misses.
At 10th level, you halve the damage taken if the attack hits. At 17th level, the attack that is being redirected onto you have disadvantage.
- Partial Sacrifice
As a Reaction, you may take half of the damage from an attack targeting or affecting (Area of effect spells) target ally within 15ft of you. That ally takes half the damage they would otherwise take from that attack. using this ability gives you a point of strain
- Unpredictable Defense
As a Reaction, You may sacrifice 3AC to impose disadvantage on all attacks made by target enemy against target ally within 5ft of you until the start of your next turn. using this ability gives you a point of strain
Shield Expertise
Starting at 2nd level, you can use a reaction, before enemy attack rolls are made, to force all enemies within 5 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus+ your Constitution modifier). On a failed save, a creature has disadvantage on attack rolls made against creatures other than you until the start of your next turn.
Skills of Survival and Sacrifice
At 10th level, these abilities become available:
Swift Burst
As a Bonus Action, you can force all creatures within 5 feet to make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Tighten the Flesh
As a Bonus Action, you can regain a number of hit points equal to twice your strain point maximum. Once you use this ability, you can't use it again until you finish a short rest.
Trick Opening
As a Bonus Action, You may sacrifice 4 AC to impose a disadvantage on all attacks against you until the start of your next turn.
Mind of Metal
At 15th level, you become able to shield even your mind from prying enemies. You have advantage on saving throws made to resist the charmed condition. You also have advantage on resisting any attempt at reading your mind.
Might of Survival and Sacrifice
At level 17, these abilities become available.
Ultimate Rescue
As a Reaction, you jump to target creature within 25ft and it becomes immune to all damage until the start of your next turn.
Using this ability gives you 5 points of Strain.
Ultimate Smite
As an Action make a melee attack against a creature within range, this attack is a critical on an 18, 19 or 20.
On a hit, you deal 10d12+(current Strain)bludgeoning damage to target creature.
Using this ability gives you 10 points of Strain.
Survivor's Reward
At 18th level, you gain resistance to bludgeoning, piercing and slashing damage
The Might of Strain
At 20th level, when you take a short rest, you can remove 10 points of accumulated Strain.
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