Bulwark Warden

Unyielding protectors with unmatched defensive capabilities, the Bulwarks are the steadfast guardians of the battlefield, shielding allies from harm.


The Bulwark is the embodiment of defense, using both shield and armor to become an impenetrable bastion on the frontlines. Their mere presence inspires allies, as they absorb the brunt of enemy assaults, allowing comrades to focus on the offensive. Bulwarks are masters of positioning, able to intercept attacks and mitigate damage through sheer tenacity and tactical awareness.

Bulwark Warden Features By Level

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Noble Protector
1st Level Feature

You have mastered the art of drawing enemy attention and placing yourself between danger and your allies. You gain proficiency in the Perception skill.

Taunting Leap. When a creature within 15 feet per tier of play of you is targeted by an attack or a spell that affects only one creature, you can use your reaction to teleport to an unoccupied space within 5 feet of that creature. The triggering attack or spell targets you instead. The protected ally gains resistance to all damage until the start of your next turn.

Tireless Defender. Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead.

Vigilant Reprisal
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Vigilant Reprisal
3rd Level Feature
You answer every strike with disciplined force. When a creature hits you with a melee attack while you are wielding a melee weapon, it takes bludgeoning damage equal to your Proficiency Bonus.
Menacing Bastion
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Menacing Bastion
6th Level Feature
You menace your foes, punishing those who harm others. When you hit a creature with a melee weapon attack, you can mark it until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

A creature marked by you has disadvantage on attack rolls against anyone other than you while within 5 feet of you.

If a marked creature damages someone else, you can make a special melee attack against it as a bonus action on your next turn.
Inspiring Leadership
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Inspiring Leadership
10th Level Feature
You learn how to inspire your allies to fight on past their injuries.

As a bonus action, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.

A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
Stalwart Defender
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Stalwart Defender
14th Level Feature
Your Aegis class feature now works against all types of damage, including magical and nonmagical sources.

If you aren’t incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you or an ally within 10 feet of you makes against a spell or other harmful effect. If you are not wielding a shield, you instead add +2 to the saving throw.
Turn the Tides
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Turn the Tides
19th Level Feature
When you take damage from a creature you can see within 30 feet of you, you can use your reaction to heal up to three allies within 30 feet. Each healed ally regains hit points equal to 6d4 + your Constitution modifier.

You can use this feature a number of times equal to your Constitution modifier (minimum 1), and you regain all expended uses when you finish a long rest.

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