Fighter - Dwarven Defender

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The Dwarven Defender

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

Restriction: Dwarves Only

This 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.

Dwarven Defender Features

Fighter Level Feature
3rd Dwarven Craft, Defensive Stance
7th Shield Allies
10th Imposing Stance
15th Stand Back!
18th Always Ready

Dwarven Craft

You have become a pinacle of Dwarven culture. Part of this culture is an emphasis on crafts. Statrting at 3rd level, you may double your proficiency bonus made with the tool proficinecy gained by your Dwarven tool proficency racial feat.

If you aren't a Dwarf, you may chose to become proficient in either smith's tools, mason's supplies, or brewer's kit.

Defensive Stance

Starting 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

Starting 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.

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.

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.

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.

Dwarven Defender
 

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