Base Class: Fighter
Fighters are often defined by how well they can deal damage, but few recognize just how well they can take it. Enter, the Rampart, a fighter that can do both. Ramparts are defined by the ability to shield, defend, and redirect attacks of all manner. From the most mundane sword slash to the strongest fireball, an adept Rampart can take them all on. As an entirely reactive style of fighting, however, the enemy needs only to stay their hands to cripple even the mightiest Rampart.
Rampart's Regalia
When you choose this archetype at 3rd level, you forego traditional weaponry in favor of the true defense offered by shields.
Shields have the two-handed property when you are using them and provide a +1 AC bonus in addition to their base bonuses.
In addition, you may use your shield to bash the enemy with an attack, using your Strength modifier, and dealing 1d6 bludgeoning damage.
At 10th level, shields provide a +2 bonus to AC instead.
Taunting Bellow
Starting at 3rd level, you can force enemies to attack your first with a belligerent scream.
You may now use an action to let loose a taunting bellow that causes all enemies within melee range to target you instead of your allies for 1 turn. This feature has no effect on actions, bonus actions, or reactions that do not target your allies.
You may do this twice before a short or long rest. At 10th and 18th levels, the number of times you may do this before a short or long rest increases by 1.
Defensive Style
At 7th level, your skills in preventing damage to others have been honed enough for you to specialize. You may choose a defensive style, expanded under "Defensive Styles Below":
At 15th level, you may choose an additional defensive style.
Defensive Styles
Bladed Gauntlet Guards
Whenever you take an attack action with your shield, make 2 unarmed attacks instead, each dealing 1d4 piercing damage.
Greatshield Fighting
Add your Strength modifier to your AC. You may no longer attack with your shield.
Howler
Your "Taunting Bellow" now has a range of 10 feet.
Parry Master
Whenever your take damage that should have hit one of your allies, you may roll 1d4 and add the resulting value to your AC for the duration of that action.
Steel Wall
You cannot be forcibly moved from your position unless you want to be.
Advanced Bulwark
At 10th level, you may choose one of the following effects to apply to any shield you use.
Arrow Catching
You gain +1 bonus to AC against ranged weapon attacks.
Buffered
You gain resistance to piercing and bludgeoning damage.
Elemental
You gain resistance to frost, fire, acid, necrotic, and radiant damage.
Ghoulish
Whenever an enemy attacks you and fails, they must succeed on a Wisdom saving throw or be frightened until your next turn. This cannot affect the same creature twice in the same encounter.
Light
You gain an extra 10 feet of movement.
Nullifying
Whenever you succeed on a Dexterity saving throw to receive only half damage, take no damage instead.
Juggernaut
Starting at 15th level, you become a hardier frontline than you could have imagined.
Increase your Constitution and strength scores by 2. Your maximum ability score for Strength and Constitution is now 22.
Full Counter
At 18th level, you attain the pinnacle of defense in battle. You may use a reaction to completely nullify any attack or damaging spell with your shield, reducing its damage to 0 and absorbing its energy.
After absorbing an attack, you may store it to your shield during a short rest. Once stored, this attack or spell may be unleashed with an attack action, acting as though you cast it.
Spell Save DC=8+(Wisdom Modifier)+Proficiency
You may do this once before a long rest.
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