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.

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.
Gallant Riposte
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Gallant Riposte
6th Level Feature
Whenever a creature misses you with a melee attack, you can make one weapon attack against that creature once per round without using a reaction. If you hit, you deal an extra 1d6 of your weapon's damage.
Inspiring Leadership
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Inspiring Leadership
10th Level Feature
As a bonus action, you marshal courage in your allies. Choose up to six friendly creatures within 30 feet who can see or hear you. Each gains temporary hit points equal to your Charisma modifier + your proficiency bonus, and can immediately use its reaction to move up to half its speed without provoking opportunity attacks.
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.