Base Class: Fighter
You've dedicated your training to become a nigh-unkillable juggernaut on the battlefield.
Wall of Steel
Starting at 3rd level, you can carry two shields at once. Each shield grants you the normal +2 bonus to AC, for a total bonus of +4 while carrying two shields.
Additionally, as long as you are wearing armor or carrying a shield, your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. This damage increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.
Interceptor
Starting at 3rd level, 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.
Grizzled
Beginning at 7th level, as long as you are holding a shield, when you take damage from a source that you can see, you can use your reaction to gain resistance to all damage except psychic damage against that damage source.
Makeshift Armorist
At 7th level, you have become so attuned to your armor that you can modify it on the fly. As part of a long rest, you may apply one of the following customizations to the armor you are wearing. Only one piece of armor can have a customization applied to it at a time, and if someone else wears the armor, they receive no benefit from the customization. A customization lasts until the armor it is applied to is destroyed or you create a new customization using this feature.
Insulated
While wearing this armor, you have resistance to fire and lightning.
Reinforced
Add +1 to the armor’s AC calculation.
Sealed
As long as you are wearing this armor, and this armor set includes a helmet, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gasses and vapors (such as inhaled poisons, or the maddening effects of the Deadlands).
Segmented
The armor does not invoke disadvantage when taking Dexterity (Stealth) checks, even if it normally would. Additionally, the armor does not reduce your speed regardless of your Strength score.
Spiked
Unarmed attacks you make while wearing this armor deal piercing damage. If you are damaged by a melee attack while wearing this armor, the attacker takes piercing damage equal to your proficiency modifier.
Insulated
While wearing this armor, you have resistance to fire and electricity.
Reinforced
Add +1 to the armor’s AC calculation.
Sealed
As long as you are wearing this armor, and this armor set includes a helmet, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gasses and vapors (such as inhaled poisons, or the maddening effects of the Deadlands).
Segmented
The armor does not invoke disadvantage when taking Dexterity (Stealth) checks, even if it normally would. Additionally, the armor does not reduce your speed regardless of your Strength score.
Spiked
Unarmed attacks you make while wearing this armor deal piercing damage. If you are damaged by a melee attack while wearing this armor, the attacker takes piercing damage equal to your proficiency modifier.
Second Skin
Starting at 10th level, armor is so familiar to you that you receive no penalties for sleeping or swimming in armor and you can don and doff armor in half the normal time.
Deflect
Starting at 15th level, as long as you are carrying a shield, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your soldier level.
If you reduce the damage to 0, you can make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies.
Defend to the Death
At 18th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:
- You have resistance to bludgeoning, piercing, and slashing damage.
- Your allies have advantage on death saving throws while within 5 feet of you.
- You have advantage on Constitution saving throws, as do your allies within 5 feet of you.
This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.
Previous Versions
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1/18/2024 5:28:56 AM
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0.1
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1/18/2024 5:44:34 AM
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4
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1
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0.2
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Coming Soon
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