Fighter Archetype: The Bulwark

Playing a Bulwark

The bulwark specializes in a defensive fighting style using two shield simultaneously or by using a larger two-handed shield. They control the battlefield by protecting their allies and disrupting their opponents.

Added Proficiency

One-Handed Shields

Bulwark fighters gain the two-weapon fighting style when using a shield in both hands and can use shields as weapons. A one-handed shield does 1d6 bludgeoning damage plus your Strength or Dexterity modifier and are considered light weapons. While using two shields, you only gain the AC of the shield in your main hand and your AC is increased by 1. You also gain the ability to add your proficiency modifier to throwing weapon attacks with one-handed shields. A thrown shield does 1d4 damage plus your Strength or Dexterity modifier and has a range of 20/60.

Two-Handed Shields

Bulwark fighters also gain the ability to use larger shields that require two hands as a weapon. While using a two-handed shield you gain the protection fighting style. A two-handed shield does 1d10 bludgeoning damage plus your Strength modifier. While using a two-handed shield, your AC is increased by 2.

Reflex Dice

You have a pool of 5 d6s that you can use to perform shield maneuvers. A reflex die is expended when you use it. You gain an additional die at level 7 and 15. You regain all expended dice on a long rest.

Shield Maneuvers

When you choose this archetype, choose either agile or stalwart maneuvers. You gain the shield maneuvers of the chosen specialization. You may change which maneuvers you have on a long rest.

Fighter Level Agile Maneuvers 3rd Lunging Feint 3rd Crushing Riposte 7th Stunning Throw 10th Bladeturning 15th Frenzied Strikes

Fighter Level Stalwart Maneuvers 3rd Shield Bash 3rd Sundering Strike 7th Bull Rush 10th Impose 15th Spell Reflection

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC of your agile maneuvers is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier

The saving throw DC of your stalwart maneuvers is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength modifier

Agile Maneuvers

Lunging Feint

You attempt to outwit and outmaneuver your opponent. When you take an attack action on your turn, you can choose to substitute one of the attacks for a lunging feint attack. Expend a reflex die to strike a creature and attempt to reposition yourself behind it and push it forward. You add the reflex die to the attack's damage roll. Force the creature to make a wisdom saving throw. On a failed save, the creature moves to the position you were in when you made this attack and you move directly behind the creature.

Crushing Riposte

If a melee attack is made against you and misses, you can use your reaction and expend a reflex die to make a counterattack. You add the reflex die to the attack's damage roll. Force the creature to make a Strength saving throw. On a failed save the creature is knocked prone.

Stunning Throw

When you take an attack action on your turn, you can choose to substitute one of the attacks for a stunning throw attack. Expend a reflex die and make a ranged attack roll with one of your shields. You add the reflex die to the attack's damage roll. If the attack is successful the creature must make a constitution saving throw. On a failed save the creature is stunned until your next turn. You can move up to 15 feet in any direction except further from the creature as part of the attack. If the attack is successful you catch the thrown shield after moving. If the attack misses the shield flies past the target and travels up to 60 feet.

Bladeturning

If a melee attack is made against you and misses, you can use your reaction and expend a reflex die to redirect that attack towards another target within 5 feet of the attacker. If the attacker is size large or larger you can redirect the attack at itself. The attacker makes a new attack roll against the new target's AC. Roll the reflex die and add that to the attack's damage roll.

Frenzied Strikes

As a bonus action you can attempt to strike with a series of rapid attacks. Expend a reflex die and make a melee attack roll against a creature. You add the reflex die to the first attack's damage roll. If the attack is successful make two more attacks against the creature.