Bulwark image
Class Features
As a Bulwark you gain the following class features.
Hit Points: 1d12 + Con
Proficiencies 
Armor: All armors, shields
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Strength, Constitution
Skills: Choose 3 from Athletics, Acrobatics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Religion, Survival
Equipment 
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) Ring Mail or (b) Chain Mail or (c) Splint
  • (a) Longsword or (b) Morningstar or (c) Warhammer
  • (a) A Hand Crossbow or (b) 4 Light Hammers or (c) 4 Handaxes
  • (a) Dungeoneer's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 20GP in funds.
Table: The Bulwark
1st+2The Strain of Might, The Bulwark Shield, Tactics of Survival and Sacrifice, Reflexes of Survival and Sacrifice2+con
2nd+2Armour Expertise2+con
3rd+2Bulwark Archetype Feature2+con
4th+2Ability Score Improvement, Extra Attack2+con
5th+3Bulwark Archetype Feature3+con
6th+3The Bulwark Shield3+con
7th+3Bulwark Archetype Feature3+con
8th+3Ability Score Improvement, Extra Attack3+con
9th+4Bulwark Archetype Feature4+con
10th+4Skills of Survival and Sacrifice, Great Strength4+con
11th+4Bulwark Archetype Feature4+con
12th+4Ability Score Improvement4+con
13th+5Extra Attack5+con
14th+5The Bulwark Shield5+con
15th+5Bulwark Archetype Feature5+con
16th+5Ability Score Improvement5+con
17th+6Might of Survival and Sacrifice6+con
18th+6Survivor's Reward6+con
19th+6Ability Score Improvement, Extra Attack6+con
20th+6The Might of Strain6+con

The Strain of Might
Starting level 1, you have a pool of Strain Points equal to your Proficiency Bonus, plus your constitution modifier.
The pool is empty and resets to zero after finishing a long rest.
Some abilities of the Bulwark give you Strain points when you use them, or depend on the amount of Strain accumulated.
If an ability were to give you Strain while your Strain point pool is already at its maximum, you gain 1 level of exhaustion instead.

The Bulwark Shield
"After your training as a stoic defender, you were given one of the Greatshields that are the namesake of the Order."
Starting level 1, you have a Shield called the "Bulwark Greatshield" and know how to make one and where to get one. You gain proficiency in Smithing tools, and specialize in crafting armor and this signature shield, the "Bulwark Greatshield". These shields have the "Heavy" property for anyone but you, it grants +3AC instead of the usual +2AC, and can be used a number of unique ways. You can choose one of the following techniques at level 1, then choose another one at levels 6 and 14. You can also substitute dexterity saves for strength saves to block instead of dodge, having the same effect on failure or success. The Bulwark shield increases size by 1 category.

Great Bash
As an Action, you can make a single melee attack with your shield (1d20+your proficiency) to deal 1d8 bludgeoning damage (2d8 at level 7, 3d8 at level 11, 4d8 at level 15) and attempt to apply a special effect to the target creature of size large or smaller. Target creature must make a Constitution saving throw against a DC of 8+your proficiency bonus+your Strength modifier. On a fail, choose the effect that applies :
-Creature is stunned until the end of its next turn.
-Creature takes 2d6 additional damage as bludgeoning.
Using this ability gives you 1 point of Strain.

Great Push
As an Action, you may force target creature, of a size one greater than yours or smaller that you are in melee range of, to make a Strength or Dexterity Saving Throw (your choice) against a DC of 8+your proficiency bonus+your Strength modifier. On a fail, you may choose the effect that applies to that creature :
-Creature falls prone and takes 2d6 bludgeoning damage (3d6 at level 7, 4d6 at level 11, 6d6 at level 15).
-Creature is violently pushed back 20ft (30ft at level 7, 40ft at level 11, 50ft at level 15), if it collides with anything solid enough, it takes the equivalent of distance traveled in fall damage plus an extra 1d8 bludgeoning damage (objects and creatures hit by the creature take half the damage dealt to the target of the push).
Using this ability gives you 1 point of Strain.

Great Leap
As an Action, you may leap 15ft in any direction (have fun with that!). Should you leap on a creature, that creature must make a Dexterity saving throw against a DC of 8+your proficiency bonus+your Strength modifier. On a fail, it takes 1d6 (2d6 at level 7, 3d6 at level 11, 4d6 at level 15) bludgeoning damage and is knocked prone.
Using this ability gives you 1 point of Strain.

Tactics of Survival and Sacrifice
At level 1, you have learned when to make a stand... and when to run.
Some abilities require "Sacrifice", meaning reducing a certain value by a certain amount. When effects end, so do the penalties.
Only one effect of this list may be active at any time.
Leg Focus
As an Action, you may Sacrifice 2AC to gain 10ft of movement for 1 minute. At level 10 you may sacrifice 4AC to gain 20ft of movement for 1 minute.
Shield Focus
As an Action, you may Sacrifice 10ft of movement to gain 2AC for 1 minute. At level 10 you may sacrifice 20ft of movement to gain 4AC for 1 minute.
You may end any of these effects before their duration expires as a Bonus Action on your turn.

Reflexes of Survival and Sacrifice
At level 1, your body moves by instinct to protect.
Full Sacrifice
As a Reaction, you may sacrifice Hit Points equal to your level to completely shield an ally within 10ft of you from an attack. You become the target of the attack instead. At level 10 the attack being redirected will be made as if you had resistance to its damage type. At level 17 the attack that is being redirected onto you will be made at disadvantage.
Partial Sacrifice
As a Reaction, you may take half of the damage from an attack targeting or affecting (Area of effect spells) target ally within 20ft of you. That ally takes half the damage they would otherwise take from that attack.
Unpredictable DefenseAs a Reaction, You may sacrifice 3AC to impose disadvantage on all attacks made by target enemy against target ally within 5ft of you until the start of your next turn.

Shield Expertise
Starting at level 2, you've learned how to maximize the efficiency of your shield
While using The Bulwark Shield, you have + 1AC.

Bulwark Archetype
At 3rd level, you choose an archetype feature out of the different Paths of the Bulwark.

Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature or choose a talent.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Skills of Survival and Sacrifice
At level 10 these abilities become available
Trick Opening
As a Bonus Action, You may sacrifice 4AC to impose disadvantage on all attacks against you until your next turn.
Tighten the Flesh
As a Bonus Action, you may heal for an amount equal to twice your max Strain Points. You can use this ability up to 3 times per short rest.
Swift Burst
As a Bonus Action, all enemies within melee range (5ft) of you must make a dexterity saving throw against a DC of 8+your proficiency bonus+your Constitution modifier. On a fail, they fall prone.

Might of Survival and Sacrifice
At level 17, these abilities become available.
Ultimate Smite 
You Smite an enemy with all your might.
As an Action make a melee attack against a creature within range, this attack is a critical on an 18, 19 or 20.
On a hit, you deal 10d12+(current Strain)bludgeoning damage to target creature.
Using this ability gives you 2 points of Strain.
Ultimate Rescue 
You shield an ally from all incoming damage.
As a Reaction, you jump to target creature within 25ft and it becomes immune to all damage until the start of your next turn.
Using this ability gives you 2 points of Strain.

Survivor's Reward
At level 18, you gain immunity to 2 damage types of your choice

The Might of Strain
At level 20, double your Strain point pool maximum.

Bulwark Archetypes
Path of the Protector
"The Protector focuses on saving allies from damage and taking hits for them. They sacrifice more but gain more from their sacrifice."
Unbreakable 
At level 3 : For every point of Strain accumulated, you reduce all damage taken by 1.
Life Before Death
At level 5 : Full Sacrifice's radius increases to 25ft.
Increased Focus
At level 7 : Focus shield suffers reduction of sacrifice by half
Big Basher
At level 9 : Great Bash is now usable without a Bulwark Greatshield, does 1d8 extra damage and can affect huge creatures.
Effortless Jumps
At level 11 : Great Leap no longer gives Strain.
Forceful Burst
At level 15 : Swift Burst now deals 4d8 bludgeoning damage to any creature failing the save.

Path of the Survivor
"The Survivor focuses on just that : surviving by any means, even dishonourable ones when necessary."
Forced March
At level 3 : For every 2 points of Strain accumulated, you gain 5ft of movement.
Long Jump
At level 5 : Partial Sacrifice's radius increases to 25ft.
Faster!!
At level 7 : Leg Focus AC reduction reduced to -1AC to increases the movement gain to 25ft for 1 minute.
Intimidating Push
At level 9 : Great Push now causes the target creature to become intimidated by you if it fails its saving throw. That creature has disadvantage on all attacks made directly against you until the start of your next turn.
Toughened Constitution
At level 11 : You gain resistance to 2 damage types of your choice.
Effortless Trick
At level 15 : Trick Opening now requires a -2 AC sacrifice instead of a -4.

Multiclassing
Prerequisites. To qualify for multiclassing into the Bulwark class, you must meet these prerequisites: 14 Strength, 14 Constitution
Proficiencies. When you multiclass into the Bulwark class, you gain the following proficiencies: Athletics or Intimidation, heavy armor and martial weapons.

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