Base Class: Fighter
As the Bulwark, you become the wall that your enemies will shatter themselves against. Use your mastery of shield fighting to not only protect your allies, but also to defeat your enemies.
Level 3: Level 3: Last to Fall
Your Hit Point maximum increases by 5, and it increases by 1 whenever you gain another Fighter level.
Level 3: Level 3: Offense and Defense
You can Don or Doff a Shield using a Bonus Action.
When equipped with a shield and are not holding any weapons, your shield counts as a Martial Melee weapon that you are Proficient with. It also has the Push Weapon Mastery.
When making this melee weapon attack you do 1d6 Bludgeoning damage on a hit, use your choice of your Strength or Constitution modifier for the attack and damage rolls. You must use the same modifier for both rolls. If your shield is enchanted with a bonus to the AC it provides, you may add that bonus to your attack and damage rolls when making your shield attacks.
At level 10: This damage increases to 1d8
At level 18: This damage increases to 1d10
Level 7: Level 7: Protector
Whenever a creature within 10 ft. of you is hit by an attack, you may use your Reaction to redirect the attack to yourself using the same attack and damage roll. You may use this feature a number of times equal to your Constitution Modifier, regaining all uses on a Short Rest.
At level 15: This range increases to 20 ft.
Level 7: Level 7: Ricochet
Your shield gains the Thrown property (Range 20/60). After being thrown, your shield returns to your hand. If you do not have a hand free, it lands at your feet.
Additionally, your shield can now ricochet between enemies. When hitting a target with your ranged attack, it bounces to a different target of your choice within 10 ft. Make an attack roll against the new target and make a new damage roll. Your shield cannot bounce more than a number of times equal to half your Proficiency Bonus rounded down. It also cannot bounce to the same target twice in one attack.
At level 18: The Thrown range increases to (40/60) and the range the bounce increases to 20 ft.
Level 10: Level 10: Combat Medic
When using your Second Wind feature, one creature of your choice within 10 ft. heals for half the amount rounded up.
At level 18: This range increases to 20 ft.
Level 15: Level 15: Iron Wall
You are immune to the Frightened condition.
When using a shield that is not enchanted with a bonus to the AC it provides, it is considered enchanted with a bonus based on its rarity:
Non-Magical: +1
Uncommon: +1
Rare: +1
Very Rare: +2
Legendary or Higher: +3
You can add your shields AC Bonus to your Dexterity saving throws.
Level 18: Level 18: Aegis
You can conjure a ward of magical protection as a Bonus Action. This ward provides Half-Cover to you and all creatures of your choice within 20 ft. of you and as well as advantage on Death Saving Throws. At the start of their turn, any creature under the effect of your ward gains Temporary Hit Points equal to your Fighter level.
This ward lasts for 1 minute, ending early if you are Unconscious. This feature can be used a number of times equal to your Proficiency Bonus, regaining uses after a Long Rest.
Previous Versions
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