Fighter
Base Class: Fighter

You have found that the best way to win a fight is not by brute force but to be the one that can take the most hits and not get knocked down. You see no reason to wear simple armor made from leather and hides because it is too weak. No you prefer the feel of cold, hard, impenetrable steel. You spent your time training to face any storm, any struggle, any adversity head on and come out the other side stronger than before because you are a Bulwark Sentinel.

Bulwark training

3rd-level Bulwark Sentinel feature

You loose your proficiency with light and medium armors as well as with any finesse and ranged weapons, such as the rapier and long bow. In exchange you gain an additional +1 from all other AC increasing effects. You even gain this benefit from AC increasing spells.

 

I.E. Your basic shield now grants an additional +1 to your AC, your heavy armor now has an additional +1 to your AC, and spells such as shield now give you a +6 instead of a +5 to your AC.

This does stack with other racial and class bonuses.

Bulwark Stance

3rd level Bulwark Sentinel feature

You loose all proficiency with dexterity based skills and saving throws, you gain disadvantage in all dexterity based skills and saves, and you take a -5 penalty all dexterity skills and saves. If you are forced to make a dexterity saving throw to take half damage or no damage from an effect or attack you can see, such as from a fireball, you can instead make a constitution saving throw and if you succeed you can move up to 5ft in any direction without provoking opportunity attacks.

Bulwark Reprisal

7th level Bulwark Sentinel feature

You have learned how to use your strength to its maximum efficiency. You can now wield a two handed or heavy weapon with one hand but only if you are wielding a shield in the other.

In addition if an enemy misses you with a melee attack and is within range, you can use your reaction to deal damage to that enemy equal to your AC + your strength modifier. You can only use this reaction a number of times equal to your proficiency bonus per long rest.

 

Sentinel Stance

10th-level Bulwark Sentinel feature

Your training and dedication to being an all out defensive tank has granted you the ability to shake off grievous moral wounds. As a bonus action on your turn you can enter your sentinels stance. This stance grants you resistance to all damage except acid and psychic damage. Also while in this stance your movement is halved but you can move through a space another creature occupies without it being counted as difficult terrain and you can choose to try and knock that creature prone. They have to make a dexterity saving throw against a DC 5 + your athletics or be knocked prone. This stance lasts for 1 minute, until you are incapacitated, or until you use another bonus action to dismiss it. Once this stance is dismissed you must spend the next turn in combat or the next minute outside of combat catching your breath as this stance pushes your body to its physical limits. You can use this stance a number of times equal to your proficiency bonus.

 

 

Master of Defense

15th-level Bulwark Sentinel feature

You have perfected your defense to the point that it can help your allies. While your allies are within 30ft of you they gain advantage on dexterity and constitution saving throws and they gain a +3 bonus to their AC.

Bulwark Juggernaut

18th-level Bulwark Sentinel feature

You have become an immovable object to those that oppose you. The range of your master of defense ability is extended out to 60ft and your allies AC bonus is increased to a +5 instead of +3. In addition whenever an enemy attacks an ally that is benefiting from your master of defense trait you can move up to half your maximum movement speed towards that ally and if you are within 5ft of that ally after that move the enemy has disadvantage on that attack, or your ally gains advantage on the saving throw.

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