steeldragons
Steeliest of the dragons
Having some fun with fighter archetypes...
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The Dwarven Defender
The elite fighters of the dwarven clan-holds are the Dwarven Defenders. They are exceptional warriors of incredible durability and strength, capable of holding a line firm against waves of goblinoids and giantkin that assault their mountain strongholds or subterranean homes.
Prerequisite: The PC that chooses this martial archetype must be a dwarf (either subrace) of Lawful alignment.
3rd: Defender Stance
At 3rd level you learn a variety of stances that grant you power in battle. They are the hallmark of the Dwarven Defender’s fighting style. The Defender can initiate a Stance as a bonus action. Once begun, a Stance can be maintained for 1 minute as long as the dwarf does not move. The dwarf may end the stance at any time they wish.
At 9th level, the defender can use two stances at once (requiring 2 bonus actions, as normal, on two different turns). At 16th the defender can use three stances (invoking each as an action or bonus action on successive turns, as normal).
Trap Sense
You have advantage to Perception and Investigation rolls to detect traps. You have advantage to save rolls to avoid damage caused by traps.
7th: Damage Reduction: The defender can shirk off some damage from most melee blows. As a reaction, when you take damage, you can “spend” a HD [d10] while in battle and reduce the damage of the attack by your roll. This may be done once + Con. modifier times before requiring a short or long rest. At 14th level, this increases to 2 + Con. mod. times. At 19th level, 3 + Con. mod. times.
If the roll exceeds the damage dealt, the leftover is discarded, i.e. You can not replace HP with a HD used for Damage Reduction, only lessen (or cancel out) damage taken.
10th: Pivoting Stance: You may move up to 5’ on your turn and maintain the benefit your Defender Stance(s) in effect.
15th: Magic Resistance: You have resistance to damage caused by magic spells and effects.
18th: Mobile Stance: You may move up to half your normal movement rate and maintain the benefit your Defender Stance(s) in effect.
How do these look?
The Dwarven Defender
The elite fighters of the dwarven clan-holds are the Dwarven Defenders. They are exceptional warriors of incredible durability and strength, capable of holding a line firm against waves of goblinoids and giantkin that assault their mountain strongholds or subterranean homes.
Prerequisite: The PC that chooses this martial archetype must be a dwarf (either subrace) of Lawful alignment.
3rd: Defender Stance
At 3rd level you learn a variety of stances that grant you power in battle. They are the hallmark of the Dwarven Defender’s fighting style. The Defender can initiate a Stance as a bonus action. Once begun, a Stance can be maintained for 1 minute as long as the dwarf does not move. The dwarf may end the stance at any time they wish.
- Mountain’s Durability: You gain advantage to all Constitution rolls. Also, you add your Constitution modifier to your AC.
- Immovable Object: You can not be moved from your location or suffer the prone condition unless first restrained or incapacitated.
- Unstoppable Force: Add your level + Constitution modifier as temporary HP until the stance is ended.
- Strength of the Stone: You gain advantage on any Strength rolls. Also, you add your proficiency bonus to damage rolls with melee weapon attacks.
- Against the Rock: For save rolls that would normally use Dexterity, the Defender can use their Constitution modifier with the roll instead of Dexterity.
At 9th level, the defender can use two stances at once (requiring 2 bonus actions, as normal, on two different turns). At 16th the defender can use three stances (invoking each as an action or bonus action on successive turns, as normal).
Trap Sense
You have advantage to Perception and Investigation rolls to detect traps. You have advantage to save rolls to avoid damage caused by traps.
7th: Damage Reduction: The defender can shirk off some damage from most melee blows. As a reaction, when you take damage, you can “spend” a HD [d10] while in battle and reduce the damage of the attack by your roll. This may be done once + Con. modifier times before requiring a short or long rest. At 14th level, this increases to 2 + Con. mod. times. At 19th level, 3 + Con. mod. times.
If the roll exceeds the damage dealt, the leftover is discarded, i.e. You can not replace HP with a HD used for Damage Reduction, only lessen (or cancel out) damage taken.
10th: Pivoting Stance: You may move up to 5’ on your turn and maintain the benefit your Defender Stance(s) in effect.
15th: Magic Resistance: You have resistance to damage caused by magic spells and effects.
18th: Mobile Stance: You may move up to half your normal movement rate and maintain the benefit your Defender Stance(s) in effect.
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