Bulwark (5e Subclass)
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Trained by the Order of the Defenders, Bulwarks are all specifically trained in the art of defending allies and surviving almost anything.
- Bulwark Shield
Starting at 3rd level when you choose this subclass you can add 1/2 of your proficiency bonus to AC, Strength and Dexterity saves against spells. This feature is not stackable with the portion of the Shield Master feat that adds shield AC bonus to Dexterity Saves. Use one or the other for the bonus to Dexterity saves.
- Not on My Watch
Starting at 3rd level when an ally within 5 feet of you is subject to an attack or needs to make a Strength or Dexterity saving throw against a spell you can use your reaction to extend your bulwark shield benefits to them. This effect will last until the start of your next turn.
- Hold the Line
When you reach 7th level, you can use your action to get into a defensive stance. The stance ends if you move, are knocked prone, or are incapacitated. You gain the following benefits while in this stance:
- You can use a reaction to make a melee weapon attack or shove an enemy that comes within range.
- You have advantage on checks against being shoved or grappled.
- The area 5 feet around you is considered difficult terrain for hostile creatures.
- Shield Smash
At 10th level, as a bonus action, you can make a shove attack as long as you are holding a shield. The shove also does 1d6 bludgeoning damage
- Improved Second Wind
By 15th level, when you use the Second Wind ability you can expend hit dice to increase the number of dice you roll with the Second Wind ability, you can only use your fighter hit dice for this. You can do this once per short rest.
- Improved Shield Smash
When you reach 18th level, when you successfully use the Shield Smash ability the target must also roll a Constitution saving throw against DC = 8 + your fighter proficiency bonus + your Strength modifier. On a failure the target is stunned until the start of your next turn.