Heavy Defender (5e Subclass)
Heavy Defender[edit]
Fighter Subclass
The Heavy Defender recognizes their greater strength than their smaller allies. In response, they choose to shove whatever they can, be it their large weapon or their own body, between enemies and allies. Heavy Defenders use the size of their weapons to interfere with enemy attacks and the bulk and weight of such a fighter and their weapon can hurt monsters regardless of how the weapon hits.
- Hit Taker
Upon choosing this archetype at 3rd level, your hit point maximum increases by 6. Whenever you gain a fighter level, you gain an additional 2 hit points.
- Heavy Protection
At 3rd level, you learn how to use the size of your weapon to block opponents’ attacks. When a creature you can see makes a melee attack against a friendly creature that is within your weapon's reach, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a weapon with the heavy property to use this feature.
- Weapon's Advantage
Starting at 7th level, you become a master of using your heavy weapon to debilitate opponents. When you use your Heavy Protection reaction to impose disadvantage, you can make an attack against the attacking creature with the blunt end of your weapon. This attack uses the same ability modifier you use for attack and damage rolls with your weapon. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
- Third Wind
Starting at 10th level, you may use Second Wind a second time before completing a short or long rest.
- Bulwark
At 15th level, you may use Heavy Protection against ranged attacks. In addition, when you use your Heavy Protection, you and all allies within 5 feet have half cover until the start of your next turn.
- Flurry of Might
Starting at 18th level, you can use your action to become a flurry of might on the battlefield for 1 minute. While you flurry, you impose disadvantage on attack rolls of all hostile creatures within your reach. Also, other creatures provoke an opportunity attack from you when they they use their movement to enter your reach, or to move within your reach. The weapon's damage die for this attack is a d4. On a hit, they are stunned until the beginning of your next turn.
You must complete a short or long rest before using Flurry of Might again.
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