Fighter
Base Class: Fighter

Classically, a ranger likes their bow, a wizard their quarterstaff and a rogue their daggers but everyone has such a diverse selection of weapons that it can be trouble to even realise what someone is wearing at their hip. As an Ironclad Fighter, you take on the responsibility of laughing in the face of all of them. A true Juggernaut on the battlefield, you will take hit after hit and keep marching towards your foes with vigor. Be it Light, Medium or Heavy armour, Bucklers to Tower Shields, you find a way to userp the flow of damage and grind your enemies to a paste to finish the fight.

This is my first attempt at making a Sub Class so any feedback is appreciated. Make sure you check with your DM before you use and unofficial content.

Improved Defense

Beginning when you choose this archetype at 3rd level, your AC increases by 2 and different armour provide different boons;

Light Armour allows you to add half your Proficiency bonus to a Dex Saving Throw. At Level 10, you gain advantage on Dexterity Saving Throws in Light Armour

Medium Armour grants the wearer +1 AC and you can add half your Proficiency to a Dexterity Saving Throw against a spell or effect you can see being cast or channelled. At Level 10, Medium Armour also resists Fire and Cold Damage.

Heavy Armour grants +1 AC and now resist non magical bludgeoning, piercing and slashing damage for you. At Level 10, Heavy Armour also resists ranged damage.

Shields also gain the ability to be used as 1d6+Str Bludgeoning Weapons. This becomes a 1d8 at Level 10

Bulwark

Starting at 7th level, you can provoke your enemies into attacking your impenetrable defense. Through a display of sheer will power, you force creatures within 15 ft of you to make Wisdom Saving Throws. On a successful save, the creature is unaffected. On a failed save, the creature is charmed for 1 minute, during which, it must use it's action, if possible, to attack you in some way. This effect persists if you fall unconscious. You also gain +1 AC for every hostile charmed creature within 5 ft of you. You can use this effect up to your Constitution Modifier + 1 and regain any spent uses upon taking a long rest.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Critical Defense

Starting at 15th level, your knowledge of battle has grown so deep that even higher beings would struggle to defeat you. Once per day, when you are struck by a Critical Hit that you can you can perceive, you may spend a reaction to resist all effects of that Critical Hit, including the guaranteed hit. You may only use this ability again after the dawn of a new day.

Invincible

At 18th level, through many hard fought victories, you have attain the pinnacle of resilience in battle. Your Constitution score increases to 20 if it hasn't already and your Maximum Constitution is now 26.

At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Once per long rest, resist even Death itself. If you are reduced to 0 hit points, you may revive to 5 hit points plus your Constitution Modifier but suffer disadvantage on all ability checks during your next turn.

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