Base Class: Fighter
Author's note: I'm making a "knight of the bridge" type archetype. This isn't about gatekeeping. These people do gatekeep, but physically, like in a literal sense.
Holder of Keys
At 3rd level, the Bridgewarden learns the most important part of guarding a gate- how to open it. You gain proficiency with Thieves' Tools.
Immovable Object
At 3rd level, the Bridgewarden learns the art of becoming a human(oid) wall. You can adopt the Immovable stance at any point in your turn. While immovable, you gain the following effects:
- Your movement speed, of all kinds, becomes zero, and cannot be modified while in this stance. Effects that modify your movement speed while the stance is active will come into effect when you leave the stance, so long as the effect would still be active at that point (for example, if you are affected by the Haste spell, you will gain the other effects immediately and gain the additional movement speed after you leave it only if the spell is still affecting you at that point)
- Your AC is increased by 5, and gain advantage on DEX saving throws
- You become immune to the Prone, Grappled, and Restrained conditions, and cannot be physically moved by non-magical effects other than the force of gravity. If you have a Flying speed (when not in this stance, that is, and only so long as you would have it), gravity cannot move you either.
You will automatically leave the stance when you attempt to move or when you are moved by magical means. You may enter this stance as many times as proficiency bonus you have, and regain all uses of this feature when you take a long rest. You may, however, not enter the Immovable stance on the same turn you left it, nor leave it in the same turn you entered it.
Cornered Rat
At 7th level, you learn how to fight when your life depends on it. If you have used your reaction for this turn and take damage, you regain your reaction. This applies even if the total amount of damage you take is zero (due to damage reduction effects like Heavy Armor Master).
Outnumbered, not Outmatched
At 10th level you learn how to defend a position from a true horde. When in your Immovable stance, when you take the Attack action against an enemy 5ft away from you with a melee weapon or an unarmed attack, you can make another attack with that same weapon for every other creature within 5ft of you as part of that action; these attacks must target enemies within 5ft of you. For example, if there are 3 enemies surrounding you, you make the 2 attacks you have access to at this level, then make another 2 additional attacks.
Add up the number of additional attacks you get before you roll the first attack (before you potentially kill one of these enemies). You may target any enemy and any number of enemies with the additional attacks. Attacks made with a bonus action, such as those made with an off-hand weapon, do not benefit from this feature- but those made with other actions, like those granted by Haste or Action Surge, do.
Etched into the Weave
At 15th level, you stick yourself in deep. When in the Immovable stance, you cannot be moved my magical means if you are not willing. Furthermore, if you are willingly moved by magical means, you do not exit the Immovable stance.
Additionally, if you enter the Immovable stance while in contact with a surface, you cannot be moved by gravity unless that surface is destroyed- in layman's terms, you can stick yourself to a wall or even a ceiling. You got tough cleats.
Nail of the Gods
At 18th level, even death may have difficulty getting past you. You may enter your Immovable stance as many times as you wish, and while in your Immovable stance, all enemy attacks have Disadvantage against you, while you have advantage on all saving throws.
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