Fighter
Base Class: Fighter

"The strongest fortress is not built of stone, but of unwavering resolve."

Some warriors seek glory. Others seek victory.

Bastions seek only to ensure that those behind them live long enough to see tomorrow.

Whether standing against charging cavalry, monsters twice their size, or impossible odds, a Bastion refuses to yield. Their presence shapes the battlefield, forcing their enemies to reckon with an obstacle that simply will not move.

 

Level 3- Unyielding Presnece

Your determination anchors those around you.

Whilst you are conscious:

  • Your speed cannot be reduced unless you allow it to be
  • You have advantage on saving throws against being knocked prone or moved against your will
  • Whenever you hit a creature with a weapon attack, you may force it to make a Strength saving throw. Save DC = 8 + your Proficiency Bonus + your STR or DEX modifier. On a failure, choose one of the following: Push it up to 10ft away; Reduce its speed by 10ft until the start of your next turn; or give it disadvantage on attack rolls against creatures other than you until the start of your next turn. You can use this feature once per turn.

Level 3- Guardian's Intercession

Your instincts drive you into danger before others can react. 

When a creature you can see within 10ft of you is hit by an attack, you can use your Reaction to move up to half your speed toward that creature without provoking opportunity attacks.

If you end adjacent to either the target or attacker, choose one: 

  • The attack targets you instead.
  • Reduce the damage by 1d10 + your Fighter level

You may use this reaction regardless of your movement speed used during your turn.

 

Level 7- Hold the Line

Enemies find it almost impossible to force their way past you.

Whilst wielding a weapon:

  • You can make opportunity attacks (made specifically for a homebrew rule)
  • Opportunity attacks reduce a creature's speed to 0 on a hit
  • You may make an opportunity attacks when a hostile creature enters your reach for the first time on a turn

Additionally, if a creature fails the saving throw from Unyielding Presence, it cannot willingly move closer to one of your allies until the start of your next turn.

 

Level 10- Living Bulwark

Your defence extends beyond yourself.

At the start of each of your turns, choose up to three allies within 15 feet.

Until the start of your next turn, whilst they remain within 15 feet of you, those creatures gain:

  • Half cover
  • Advantage on saving throws against being frightened

Once during this duration, when one of these creatures takes damage, you can reduce that damage by your Fighter level without using a reaction.

 

Level 15- Stand Against the Tide

Nothing short of overwhelming force can move you.

When you would be reduced to 0 hit points, you can instead drop to 1 Hit Point.

For the next minute:

  • You cannot be moved unwillingly
  • You have resistance to Bludgeoning, Piercing and Slashing damage
  • Whenever a hostile creature damages one of your allies within 15ft of you, you may immediately move up to half your speed toward that creature

Once you use this feature, you can't do so again until you finish a long rest

 

Level 18- The Last Wall

Your presence alone can halt an army.

As a Bonus Action, you can establish a defensive stance that lasts for 1 minute.

Whilst in this stance:

  • Allies within 20 feet gain +2 AC
  • Difficult terrain does not affect allies within 20 feet of you
  • Enemies within 20 feet of you treat the ground in this range as difficult terrain
  • Whenever a creature within 20 feet of you attacks an ally other than you, you may use your reaction to make a weapon attack against that creature before their attack resolves. Of the attack hits, the creature has disadvantage on their attack.

This feature can be used once per long rest

Unyielding Presence

Level 3- Unyielding Presnece

Your determination anchors those around you.

Whilst you are conscious:

  • Your speed cannot be reduced unless you allow it to be
  • You have advantage on saving throws against being knocked prone or moved against your will
  • Whenever you hit a creature with a weapon attack, you may force it to make a Strength saving throw. Save DC = 8 + your Proficiency Bonus + your STR or DEX modifier. On a failure, choose one of the following: Push it up to 10ft away; Reduce its speed by 10ft until the start of your next turn; or give it disadvantage on attack rolls against creatures other than you until the start of your next turn. You can use this feature once per turn.

Guardian's Intercession

 

Level 3- Guardian's Intercession

Your instincts drive you into danger before others can react.

When a creature you can see within 10ft of you is hit by an attack, you can use your Reaction to move up to half your speed toward that creature without provoking opportunity attacks.

If you end adjacent to either the target or attacker, choose one:

  • The attack targets you instead.
  • Reduce the damage by 1d10 + your Fighter level
  • You may use this reaction regardless of your movement speed used during your turn.

Hold the Line

Level 7- Hold the Line

Enemies find it almost impossible to force their way past you.

Whilst wielding a weapon:

  • You can make opportunity attacks (made specifically for a homebrew rule)
  • Opportunity attacks reduce a creature's speed to 0 on a hit
  • You may make an opportunity attacks when a hostile creature enters your reach for the first time on a turn

Additionally, if a creature fails the saving throw from Unyielding Presence, it cannot willingly move closer to one of your allies until the start of your next turn.

Living Bulwark

Level 10- Living Bulwark

Your defence extends beyond yourself.

At the start of each of your turns, choose up to three allies within 15 feet.

Until the start of your next turn, whilst they remain within 15 feet of you, those creatures gain:

  • Half cover
  • Advantage on saving throws against being frightened

Once during this duration, when one of these creatures takes damage, you can reduce that damage by your Fighter level without using a reaction.

Stand Against the Tide

Level 15- Stand Against the Tide

Nothing short of overwhelming force can move you.

When you would be reduced to 0 hit points, you can instead drop to 1 Hit Point.

For the next minute:

  • You cannot be moved unwillingly
  • You have resistance to Bludgeoning, Piercing and Slashing damage
  • Whenever a hostile creature damages one of your allies within 15ft of you, you may immediately move up to half your speed toward that creature

Once you use this feature, you can't do so again until you finish a long rest

The Last Wall

Level 18- The Last Wall

Your presence alone can halt an army.

As a Bonus Action, you can establish a defensive stance that lasts for 1 minute.

Whilst in this stance:

  • Allies within 20 feet gain +2 AC
  • Difficult terrain does not affect allies within 20 feet of you
  • Enemies within 20 feet of you treat the ground in this range as difficult terrain
  • Whenever a creature within 20 feet of you attacks an ally other than you, you may use your reaction to make a weapon attack against that creature before their attack resolves. Of the attack hits, the creature has disadvantage on their attack.

This feature can be used once per long rest

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