Fighter
Base Class: Fighter

Dwarves are well-known for their stubborn, head-on approach on things. Give them a suit of armor, a shield, and centuries of war history, and you have a typical dwarven defender. Ironclad, both literally and metaphorically, these juggernauts embody a valuable lesson of why dwarves are not meant to be trifled with. Those who are foolish enough to taunt these guardians' physical appearance tend to regret what they just did, often while being stomped to death to the half-pints they've been wooing a minute before.

Restriction: Dwarves Only

Only dwarves can become dwarven defenders. The dwarven defender fills a particular niche in dwarven society and culture.

 

 

Stands Like A Rock, Hits Like A Rock

Starting at 3rd level when you choose this subclass, your training as a dwarven fighter grants you a special stance that allows you to hold your ground firmly. You gain the following benefits: As long as you are wearing a heavy armor, wielding a shield, and not incapacitated, the area within 5 feet of you is considered the difficult terrain for creatures hostile to you. You can wield a shield as a melee weapon you are proficient in. On a hit, the shield deals 1d6 bludgeoning damage. When you hit a creature with a shield on your turn, you can use a bonus action to goad the target, compelling it to attack you. The target must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn

 
AC BONUS

 Beginning when you choose this archetype at 3rd level, you may add your Dexterity modifier to your AC as if it were medium armor, up to a maximum of +2. If you have the Medium Armor Mastery feat and a Dexterity of 16 or higher, you may add an additional +1 to your AC beginning at 15th level, for a total maximum bonus of +3.

 

Dwarven Craft

 
 
 

Compact Yet Colossal

When you reach 7th level, you are surprisingly resilient against outer force to move you out of your space. As long as you are not incapacitated, you are considered one size larger for the purpose of avoiding or resisting being shoved or grappled, and creatures smaller than you have disadvantage on Strength (Athletics) checks when attempting to shove or grapple you.

 
 
TRAP SENSE

 

 

Shield Allies

 
 
 
 
 
 

Warding Shield

By 15th level, you can wield your shield to protect yourself from an attack that would normally unable to avoid. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You must wield a shield to gain this benefit.

 
 
 
 
 
Stand Back!

Starting at 15th level, you have learned to keep your foes at bay. As a reaction to being targeted by a melee attack, you may make a special melee attack. This attack does no damage, and instead if it hits, the creature is shoved back 10ft and their speed is reduced to 0 for the duration of their turn. If the attack is out of range, the attack misses, and is wasted.

 
 
 

Stands Like A Mountain, Hits Like A Mountain

 

 
 
 
Always Ready

 

 

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