Fighter
Base Class: Fighter

When orcs rush for your women and children, what keeps them at bay?
A Wall.
When rushing water must be held back, and a fertile riverbed lays out before you, what do you need?
A wall.
What survives the passage of time beyond all else, standing like a mountain long after its people have left and the desert has consumed the city?
A wall.
You are a survivor. You are a barricade. You are that which prevents, that which denies, that which protects. You are the reason the glorious dwarven race endures to this day and shall endure for a million years more. You are one of the best, a Dwarven Defender, and you are THE WALL

The Dwarven Defender

 The Defenders are a caste of Fighters among dwarves that learn ancient techniques secret to their race. As formidable as any dwarven soldier may be, the Defenders are a bulwark that many a foe has crashed their forces upon. A single Defender is tough, but as a unit they are nigh uncrackable for even the mightiest of forces.

 

Restriction: Dwarves Only

Only dwarves can choose the Dwarven Defender Archetype. Your DM can lift this restriction to better suit the campaign. The restriction reflects the story of the Dwarven Defenders, but it might not apply to your DM’s setting.

Honoured Title

When you gain this archetype at level 3, you gain the title of Defender. This is a title used among dwarves of various clans, and even the duergar show respect to a Defender if they meet out of combat. While among dwarves, a Dwarven Defender may command the respect accompanying the status. You receive free lodging and food of a modest or comfortable standard (depending on the quality of the house whose invitation you accept or demand).

Defensive Stance

When you choose this archetype at 3rd level, you learn the arts of the defensive stance passed on through generations of Defenders before you. Once per short rest, you may enter this trance-like stance and you become as hard as stone and as difficult to push around. When you enter the Defensive Stance, you gain temporary hit points equal to your Constitution score. While in your Defensive Stance, you gain the following traits:

  • Your speed becomes 15 feet (if it is not lower), and you can't benefit from any bonus to your speed.
  • You gain disadvantage to Dexterity saving throws
  • At the start of every turn, you gain temporary hit points equal to your Constitution modifier. These temporary hit points stack, but may never exceed your Constitution score. If you gain temporary hit points from any other source, you count the highest source of temporary hit points as usual.
  • You may use your bonus action to grant an adjacent ally a +2 to Armor Class until the start of your next turn. You must be wielding a Shield

The stance lasts 1 minute. You may end the Defensive Stance at any moment during your turn. It also ends whenever you can not take reactions.

Child of the Stone

At 7th level, you become attuned to the rock from which you were created. Whenever you use your Second Wind, you gain resistance to all Bludgeoning, Piercing, and Slashing from Nonmagical Weapons until the end of your next turn.

Starting at 15th level, you may choose to become immune until the start of your next turn instead.

Controlled Stance

From 10th level onwards, while you are in your Defensive Stance, your speed is no longer affected by your Stance and you no longer have disadvantage to Dexterity saving throws. In addition, you can no longer be subjected to effects that move you against your will, like the thunderwave spell or shoving. You also gain advantage to all checks that cause the prone condition.

Guardian of the Stone

At 18th level you become a paragon of defense. Nothing moves past you if you don't want them to. Your Defensive Stance does not automatically end after 1 minute (other effects that may end your Stance still apply). Also, while in your Defensive Stance, whenever an enemy enters your reach you may use your reaction to make an opportunity attack. Whenever such an attack causes an enemy to drop to 0 hit points or lower, you regain the use of your reaction. If you are wielding a shield, you may use your bonus action to grant a +2 bonus to Armor Class to all allies within 5 feet you are aware of.

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