Base Class: Fighter
Small for its size, the Dwarven clan known as the Unmovable Mountains were given their name for a very good reason. A clash happened between this clan and the infamous tribe of Orcs known as Red Fist, who were notorious for pillaging and raiding the country land near the Adamantine Peaks. Knowing that attacking a Dwarven fortress is pointless the Orc tribe attacked the Dwarves while they were out on a transport, but what they found was the guards protecting the transport were the warriors of the clan. Red Fist died in that attack, losing all of their best fighters, in what they thought was going to be a clear victory. To this day, the Unmovable Mountains have only lost 4 members in combat, and three of them were from a single attack from an adult red dragon. The dragon was also fell to the mountains.
The Unmovable Mountain, combat training that makes the warrior a immovable object, and being able to take any attacker, no matter who or what, head on and come out of a battle with no major injuries. This archetype is for warriors who want to laugh in the face of those who think they can defeat any foe with brute force. Stand your ground, the Mountain will hold you strong, and relentless.
Shield Mastery
Starting at 3rd level, while using a shield, one creature that you can see subtracts a d4 on attack rolls against you. At 9th level this becomes a d6, and at 15th level it becomes 2d4. At 12th level you can target three creatures that are not flanking you. You may use this ability for free when you roll for initiative, otherwise it costs a bonus action to move your shield to a new target.
Shield Bash!
You can swing your shield as a melee attack. Your shield deals 1d6 bludgeoning damage, and on dealing damage to a creature with your shield, it must make a constitution save with a DC equal to 10, plus your strength modifier, or be incapacitated until your next turn. At 7th level, you add double your strength modifier, and at 16th level you add triple your strength modifier.
Immovable
At 7th level, when forced to make a dexterity saving throw, you may choose to make a constitution save instead. The DM may choose to raise the save DC respective to the threat, within reason.
In addition to this effect, you can not be moved by any means, if you choose not to be, while you have the ability to move. You gain advantage on all constitution saves and checks.
Fueled by Frustration
At 10th level, any time an attack against you misses, the attacking creature gains a point of Frustration for one minute. Creatures have -1 to attack rolls per stack of frustration, up to half of your fighter level rounded down.
Unbreakable
At 15th level, your constitution is outstanding, as is your mental fortitude. You have advantage on all saves you're forced to make by enchantment spells. You also become aware if someone attempted to use an enchantment spell on you and failed, should you have not known otherwise. You do not get to know what spell they used, nor the DC of the spell (unless your DM chooses to reveal that information).
If you fail a save that results in you being Paralyzed, Poisoned, Charmed, Incapacitated, Stunned, or Diseased, you may use Unbreakable make a constitution check with a DC of 15 and recover from the effect instantly. The DC increases by 5 every time its used before a long rest.
The Mountain
At 18th level, you have reached the apex of fortitude, and armor is no longer stronger then your own hardened, battle trained body. You no longer need to wear armor, while wearing no armor your AC is equal to your constitution score. Shield's do not count as armor.
In addition to this, you gain resistance to the following damage types:
- Slashing
- Piercing
- Bludgeoning
- Poison
- Fire
- Cold
- Lightning
- Psychic
Previous Versions
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4/8/2021 10:23:31 AM
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Coming Soon
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4/10/2021 2:19:30 AM
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4
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1.1
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Coming Soon
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