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### Bastion Bulwarks of grit and implacable scions of self-sacrifice, Bastions pride themselves on the simple (but fundamental) dwarven martial art of collective defense. To dwarves, clan and honor eclipse the self, so defense of others is fundamental to their military training. But anyone can use these skills, including hoplites and legionnaires. #### Defensive Stance When you take this archetype at 3rd level, you can use a bonus action to enter a Defensive Stance that braces you and yours against attacks. It lasts for 1 minute or until you choose to end it as a bonus action, and it confers the following benefits while active. **Towering Shield.** You can take the Dodge action as a bonus action, have advantage on Strength checks, and your allies have half cover when within 5 feet of you. When a friendly creature within your reach is hit by an attack, you can use your reaction to become the target of that attack so long as the attacker can reach you as well. **Center of Attention.** When you hit a creature with a melee weapon attack it has disadvantage on attack rolls against creatures other than you until the start of your next turn. You can only affect one creature at a time with this feature. **Mad Taunt.** When a creature within your reach makes an attack, you can use your reaction to taunt or otherwise draw the creature's attention. The next attack it makes against you is made with advantage, and the next attack made against it before the end of your next turn has advantage. You can only taunt one creature at a time. You cannot move more than half your speed in Defensive Stance. You can enter a Defensive Stance a number of times equal to your Strength modifier (a minimum of 1), and regain all expended uses when you finish a long rest. #### Soldier On At 7th level, you and all creatures accompanying you don't make saving throws against exhaustion for the first 4 hours of a forced march. In addition, you don't suffer any penalties from sleeping in armor. Encouraged by your stoic form, carrying crushing weight in armor without breaking, you steel their wills to push on. \columnbreak
#### Warding Maneuver Starting at 7th level, you learn to fend off strikes directed at you and other nearby creatures while in a Defensive Stance. If you or a creature you can see within your reach is hit by an attack, you can roll 2d4 as a reaction if you're wielding a melee weapon or a shield. You add the result of the die to the target's AC against the triggering attack. You can use this reaction once per Defensive Stance. At 15th level, if the attack still hits, the damage the target takes is halved. #### Rolling Thunder At 10th level, you can use your reaction to move 10 feet toward a friendly creature that is hit by an attack. As part of the same reaction, you can use Towering Shield. In addition, you can move your full speed in Defensive Stance. #### Steel Bastille Beginning at 15th level you gain temporary hit points equal to your fighter level when you enter a Defensive Stance. When you are in Defensive Stance, the area within your reach becomes difficult terrain for creatures of your choice, and creatures that move at least 5 feet within your reach provoke opportunity attacks from you. #### Rampart Starting at 18th level, you respond to danger with unquenchable stamina. You regain your reaction at the start of each creature's turn, rather than only at the start of yours. Your enormous stamina allows you to spread your presence across the battlefield, defending allies and stopping enemies with impunity.
\pagebreak > This content is no longer up-to-date. It exists as part of a larger document, *The Warrior's Codex*, which can be found [here](https://www.gmbinder.com/share/-LTuQ9tRb_ZGFIfKLno4#p26)