Heavy Defender (5e Subclass)

Heavy Defender

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 HP increases by 6. When you level up, add 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 melee attacks a target other than you that is within reach of you, you can use your reaction to enforce disadvantage on the attack roll if you are wielding a weapon with the heavy property.

Weapon's Advantage

Starting at 7th level, you become a master of using your heavy weapon to debilitate opponents. When you use your reaction to impose disadvantage on a creature with Heavy Protection that is within your reach, you may make an attack against them with the blunt end of your weapon using your regular attack bonus. This attack deals 1d4 plus your proficiency bonus bludgeoning damage if it hits.

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, your AC is improved by 2, and you may use Heavy Protection against ranged attacks.

Flurry of Might

Starting at 18th level, you may use your action to become a flurry of might on the battlefield for 1 minute. While you flurry, you impose disadvantage on attack rolls for all hostile creatures within reach of you. Also, whenever a hostile creature (on its turn) enters or attempts to move within your reach, you may use your reaction to attack them. If your attack succeeds, they are immediately stunned for 1 round and take 1d4 plus your proficiency bonus bludgeoning damage. You must complete a short or long rest before using Flurry of Might again.


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