Fighter
Base Class: Fighter

While many fighters seek glory in duels or on far-flung battlefields, the Bastion is shaped by a life of disciplined defense - most famously in the ranks of Neverwinter's City Guard. These warriors don't chase fame or fortune. They stand firm in alleyway brawls, guard gates under siege, and shield the innocent with seasoned steel.

Elemental defenses

You gain a small number of shield skills that can be uses as spell slots.

Level 3: Guarded Stances

As a Bastion and the one on the front lines You gain access to multiple stances that assist your allies and keep you guarded and in the fight.

Level 3: Remarkable Charge

Thanks to your athleticism, you have Advantage on Initiative rolls and Strength (Athletics) checks.

In addition, as an action you raise your shield and weapon and charge forward as much as double your movement. If you enter within 5 feet of a large or smaller creature during this charge you can roll a push and on success the duration of the charge resets. Whenever willingly stopping the charge you can use a thrust attack dealing +1d4 after each reset.

Level 7: Additional Fighting Style

You gain another Fighting Style feat of your choice.

Guard Counter

As an action you enter an enhanced guard until your next turn. Your AC is lowered by 6 during this time and you have resistance to each attack during this time. At the start of your next turn or if you end it as you are hit by an attack, your can release the guard and retaliate with a great thrusting attack dealing an extra d6 for each attack. Can be used the amount of times as constitution mod and resets on short rest.

Level 10: Eager Taunt

During combat, you can use a bonus action to taunt creatures within a 15 foot range from you on fail they have to use their next attack on you, and cannot leave the 15 foot radius until your next turn.

Level 15: True Bastion

While wearing heavy armour, you gain resitance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Allies within 10 feet of you have advantage on saving throws against being frightened or forcibly moved.

Level 18: Survivor

You attain the pinnacle of resilience in battle, giving you these benefits.

Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.

Heroic Rally. At the start of each of your turns, you regain Hit Points equal to 5 plus your Constitution modifier if you are Bloodied and have at least 1 Hit Point.

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