Fighter
Base Class: Fighter

On the battlefield, the Defender is the Wall. And her allies stand behind her

Ward of Dawn

Beginning when you choose this archetype at 3rd level, you can use an action to create a hemispherical dome of shimmering force with a 10 foot radius.

No projectiles, magical effects, or other sources of damage can pass through the barrier, in or out. Creatures can freely enter and exit it. The dome is an object with AC equal to 15 plus your Constitution modifier and hit points equal to 5 times your Fighter level, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the dome damage anything outside it. The dome is weightless and lasts for one minute, until it is destroyed, or until you dismiss it as a bonus action.

Once you use this ability, you must complete a short or long rest before you can use it again.

Your Ward of Dawn gains an additional benefit of your choice: Armor of Light, Blessing of Light, or Weapons of Light. You can change the chosen benefit at the end of a long rest.

Armor of Light

You and allied creatures have resistsnce to all damage while inside your Ward of Dawn.

Blessing of Light

When a creature allied to you starts its turn in your Ward of Dawn or enters it for the first time on a turn, it gains a +2 bonus to AC and a +1d4 bonus to all saving throws it makes until the start of its next turn.

Weapons of Light

When a creature allied to you starts its turn in your Ward of Dawn or enters it for the first time on a turn, it gains a +1d4 bonus to all attack rolls it makes until the start of its next turn.

Void Grenade

Starting at 6th level, you can use a bonus action to throw a grenade at a creature you can see up to 100 feet from you. The creature must make a Dexterity saving throw with a DC equal to 8 plus your Proficiency Bonus plus your Constitution modifier. On a failed save, a creature takes force damage equal to your proficiency bonus, taking half as much damage on a successful one. Choose one of the following three options for your grenade when you get this feature: Magnetic Grenade, Spike Grenade, or Suppressor Grenade.

Magnetic Grenade

When a creature fails its saving throw against this grenade and the grenade explodes, it is not destroyed. It then explodes a second time at the end of the creature’s next turn which destroys the grenade.

Spike Grenade

When this grenade explodes, a 30 foot long 5 foot wide line of energy extends out from the target and each creature within that line (other than the original target) must make a Dexterity saving throw as if it had been targeted with the grenade.

Suppressor Grenade

A creature that fails its saving throw against this grenade can take either an action or a bonus action on its next turn, not both.

Catapult

Starting at 10th level, you can expend all movement on your turn to launch yourself in a straight line up to your speed in a direction you choose before falling to the ground, stopping early if you impact against a solid surface. If you would strike a creature, you can make a melee weapon against it as a bonus action. On a hit, you strike the target and stop moving. You take fall damage as normal from this movement.

Force Barrier

At 15th-level, you gain a melee spell attack you can use as a bonus action. Intelligence is your ability for this attack. On a hit, it deals 1d12 force damage and you gain temporary hit points equal to your Constitution modifier until the start of your next turn. Your Force Barrier gains an additional property of your choice, War Machine, Gift of Light, or Unbreakable, which you can change at the end of a long rest.

Gift of Light

When you gain temporary hits points from this feature, you can restore a number of hit points to your Ward of Dawn equal to your Constitution modifier if it is active.

Unbreakable

While the temporary hit points gained from this feature persist, you have a bonus to your Armor Class equal to your Constitution modifier.

War Machine

You have advantage on opportunity attacks while your temporary hit points from this ability persist.

Superior Defender

At 18th level, you maximize your defensive prowess to its full potential by choosing one of three benefits: Bastion, Relentless, or Gift of the Void. You can change your chosen benefit at the end of a long rest.

Bastion

The maximum duration of your Ward of Dawn increases to 10 minutes.

Gift of the Void

When your Ward of Dawn remains active for a full minute without being reduced to 0 hit points, you regain its usage.

Relentless

The temporary hit points gained from your Force Barrier increases to twice your Constitution modifier and last until the end of your next turn.

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