Fighter
Base Class: Fighter

Strong stalwart defenders of their mountain homes, Dwarven Defenders are heavily clad warriors whose rigid mentality transfers to their fighting style.

Dwarven kingdoms are often surrounded by enemies: goblins, orcs, and giants above and drow and duergar below. Dwarven Defenders are elite guards sworn to give their lives in service to a cause, person, or deity. Trained exhaustively in defensive combat, a Dwarven Defender becomes as immovable as his mountain home once he makes a standThis subclass is heavily assoiciatied with Dwarves and Dwarven culture. At the DM's descrestion, this restriction can be lifted, though this may require some sort of background or story purpose. The class is written in such a way that any race could become a Dwarven Defender.

RESTRICTION: DWARVES As the name implies, Dwarven Defenders are dwarves. However, other races possess fighters equally skilled in defensive combat. Non-racial titles can include Sentinel, Phalanx, Guardian, or similar designation
 

Stands Like A Rock, Hits Like A Rock

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.
 
 

DEFENSIVE STANCE

Starting at 3rd level, you may enter a defensive combat stance on your turn as a bonus action. While in this stance, you gain the following benefits as long as you are wearing any type of armor and wielding a melee weapon:  Your maximum number of hit points increases by an amount equal to twice your level.  You may add your proficiency bonus to all saving throws.  You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while in a defensive stance. While in a defensive stance, you cannot voluntarily move without first ending your stance as a bonus action. Your defensive stance lasts for 1 minute. It ends early if you are knocked unconscious, cast a spell or attack with a ranged weapon, or if you choose to end it as a bonus action. When your battle stance ends, your hit point maximum returns to normal. Any extra hit points are lost. You may only use your Defensive Stance class feature a limited number of times. At 3rd level, you may use your defensive stance 1 time between long rests and you gain 1 additional use of this feature at 7th, 10th, 15th, and 18th level. You regain all uses of your defensive stance after you finish a long rest. At level 20, you may use your Defensive Stance class feature as often as you wishStarting at 3rd level, as a free action, you are able to enter a special fighting stance unique to Dwarven culture. You may stay in this stance for a number of rounds equal to your constitution modifier.While in this stance, you gain a +2 bonus to AC, as well as strength, constitution, and dexterity saving throws. You also gain temporary hit points equal to your fighter level times 2 upon entering the stance. Additionally, your speed is reduced by 10ft while in this stance.You may chose to end this stance early on your turn as a free action before the rest of your actions. When you leave this stance, you are winded, and receive -2 to attack rolls. You may use this ability twice, afterwards you must take a short or long rest to regain uses.

 

Shield Allies

tarting at 7th level, you are able to shield nearby allies from harmful effects. As a reaction to an ally within 10 ft forced to make a dexterity saving throw, you may impose yourself, shield them, but expose yourself to danger. If they fail their saving throw, they only take half damage, and you take an equal amount. If they succeed on their saving throw, they take no damage, and you take half damage from the effect.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 At 7th level, you gain a +1 AC bonus against attacks made by traps and you have advantage on Dexterity saving throws to resist the effects of traps. UNCANNY DODGE Beginning at 7th level, if you are hit by an attacker you can see, you can use your reaction to halve the attack’s damage against you. You may use Uncanny Dodge to defend against a surprise attack if the attacker would reveal itself during the attack. For example, a gnoll charging into melee range from behind cover is revealing itself but a gnoll attacking from concealment with a longbow may or may not be immediately visible (DM’s discretion). An invisible attacker is never considered revealed, even if it attacks with a melee weapon, unless you have a way of detecting it. You cannot use Uncanny Dodge to defend against a trap unless you know about it before it activates (for example, if an attempt to disarm the trap fails and instead activates it).
 

Imposing Stance

Starting at 10th level, enemies have learned to not ignore you while in your defensive stance. Now when you enter your defensive stance, you may force a number of creatures that can hear you within 30ft equal to your constitution modifier to make a wisdom saving throw. The DC for this check is 8 + your proficiency modifier + your constitution score. Creatures who are immune to charm aren't affected by this.

If a creature fails their saving throw, they are marked by you. The mark lasts the duration of your stance. This effect ends early if your are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your fighter level.Additional Fighting Style At 10th level, you gain the Defense or Protection option the Fighting Style class feature, if you do not have it already. If you already have both Fighting Style options, you can choose a third option from the Fighting Style class feature. Defense. While you are wearing armor, you gain a +1 bonus to your Armor Class. 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.

 

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.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 DexterityIMPROVED TRAP SENSE At 15th level, your AC bonus against traps is increased to +2. Additionally, whenever you are subjected to a trap effect that allows you to make a Dexterity saving throw to take only half Not for resale. Permission granted to print or photocopy this document for personal use only. Dwarven Defender 3 damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.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. 

 

Stands Like A Mountain, Hits Like A Mountain

When you reach 18th level, your presence is improved to the point that simply standing there imposes threat against your enemies. You gain the following benefits. When a hostile creature first enters the area within 5 feet of you or starts its turn there, it must make a Wisdom saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, it has disadvantage on all attack rolls against targets other than you until the end of your next turn. You must be wearing heavy armor, wielding a shield, and not incapacitated to gain this benefit. Once on each of your turn when you hit a creature with a shield, you can deal an additional 1d6 damage with the attack. When you hit a creature with a shield on your turn, you can use a bonus action to cause a concussive smite against the target. The target must make a Constitution saving throw. The DC equals 8 + your proficiency bonus + your Strength modifier. On a failed save, the creature becomes stunned until the end of your next turn.Starting at 18th level, you are always ready for combat. You gain a passive +2 bonus to AC, as well as strength, constitution, and dexterity saving throws. This bonus may stack with your stance bonus ELUSIVE Beginning at 18th level, no attack roll has advantage against you while you aren’t incapacitated. MOBILE DEFENSE Once you reach 18th level, you may move up to 5 feet while using your Defensive Stance class feature Always Ready Starting at 18th level, you are always ready for combat. You gain a passive +2 bonus to AC, as well as strength, constitution, and dexterity saving throws. This bonus may stack with your stance bonus.

 

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