##### Core Bulwark Traits
| | |
|:---|:---|
| **Primary Ability** | Strength |
| **Hit Point Die** | D12 per Bulwark level |
| **Saving Throw Proficiencies** | Strength and Constitution |
| **Skill Proficiencies** | *Choose 2:* Athletics, Insight, Intimidation, Medicine, Perception Religion, and Survival |
| **Weapon Proficiencies** | Simple and Martial weapons |
| **Tool Proficiencies** | Smith's Tools |
| **Armor Training** | Light, Medium, and Heavy armor and Shields |
| **Starting Equipment** | *Choose A or B:* (A) Splint Armor, Shield, Warhammer, 4 Light Hammers, Dungeoneer’s Pack, and 5 GP; or (B) 250 GP |
### Becoming a Bulwark...
#### As a Level 1 Character
- Gain all the traits in the Core Bulwark Traits table.
- Gain the Bulwark’s level 1 features, which are listed in the Bulwark Features table.
#### As a Multiclass Character
- Gain the following traits from the Core Bulwark Traits table: Hit Point Die and training with Light, Medium, and Heavy armor and Shields.
- Gain the Bulwark’s level 1 features, which are listed in the Bulwark Features table.
### Bulwark Class Features
As a Bulwark, you gain the following class features when you reach the specified Bulwark levels. These features are listed on the Bulwark Features table.
#### Level 1: Battle Form
You have specialized in a particular Battle Form, a technique you can preform in combat to dominate the battlefield. You gain one Battle Form of your choice from “Battle Form Options” later in this class’s description.
Whenever you gain a Bulwark level, you can replace one of your Battle Forms with one you don’t know. You gain one more Battle Form at Bulwark level 9.
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##### Bulwark Features
| Level | Proficiency Bonus | Class Features | Ward AC |
|:---:|:---:|:---|:---:|:---:|
| 1 | +2 | Battle Form, Weapon Mastery | ─ |
| 2 | +2 | Armored Ward, Unmoving | +3 |
| 3 | +2 | Bulwark Subclass | +3 |
| 4 | +2 | Ability Score Improvement | +3 |
| 5 | +3 | Extra Attack, Specialized Ward | +3 |
| 6 | +3 | Subclass Feature | +3 |
| 7 | +3 | Bull Rush | +3 |
| 8 | +3 | Ability Score Improvement | +3 |
| 9 | +4 | Battle Form | +4 |
| 10 | +4 | Prepared Defenses | +4 |
| 11 | +4 | Subclass Feature | +4 |
| 12 | +4 | Ability Score Improvement | +4 |
| 13 | +5 | Mighty Ward | +4 |
| 14 | +5 | Unbreakable | +4 |
| 15 | +5 | Ward's Power | +4 |
| 16 | +5 | Ability Score Improvement | +5 |
| 17 | +6 | Subclass Feature | +5 |
| 18 | +6 | Glancing Blows | +5 |
| 19 | +6 | Epic Boon | +5 |
| 20 | +6 | Invincible | +5 |
#### Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Warhammers and Heavy Crossbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Greataxes and Flails.
#### Level 2: Armored Ward
You have learned to deflect attacks against you and your allies. If you or a creature you can see within 5 feet of you is hit by an attack roll, you can interpose your Shield if you're holding one, or your armor if you're wearing Light, Medium, or Heavy armor as a Reaction. When you do so the target’s AC has a bonus against the triggering attack that increases as you gain levels as a Bulwark, as shown in the Ward AC column of the Bulwark Features table.
If the target you protect with your Armored Ward is a creature other than you and you remain within 5 feet of the target, it has a bonus to AC equal to your Ward AC bonus until the start of your next turn.
#### Level 2: Unmoving
You gain the ability to resist moving when you don't want to. You have Advantage on Strength saving throws unless you have the Incapacitated condition.
Additionally, when you’re subjected to an effect that causes you to move without the use of your Bonus Action, Reaction, or one of your speeds, such as the *Thunderwave* spell, you can choose to halve the distance that you are moved by the effect.
#### Level 3: Bulwark Subclass
You gain a Bulwark subclass of your choice. A subclass is a specialization that grants you features at certain Bulwark levels. For the rest of your career, you gain each of your subclass’s features that are of your Bulwark level or lower.
#### Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Bulwark levels 8, 12, and 16.
\pagebreak
##### Teachings of the Templar Spellcasting
| Bulwark Level | Prepared Spells | —Spell 1 | Slots 2 | per Spell 3 | Level— 4 |
|:---:|:---:|:---:|:---:|:---:|:---:|
| 3 | 3 | 2 | ─ | ─ | ─ |
| 4 | 4 | 3 | ─ | ─ | ─ |
| 5 | 4 | 3 | ─ | ─ | ─ |
| 6 | 4 | 3 | ─ | ─ | ─ |
| 7 | 5 | 4 | 2 | ─ | ─ |
| 8 | 6 | 4 | 2 | ─ | ─ |
| 9 | 6 | 4 | 2 | ─ | ─ |
| 10 | 7 | 4 | 3 | ─ | ─ |
| 11 | 8 | 4 | 3 | ─ | ─ |
| 12 | 8 | 4 | 3 | ─ | ─ |
| 13 | 9 | 4 | 3 | 2 | ─ |
| 14 | 10 | 4 | 3 | 2 | ─ |
| 15 | 10 | 4 | 3 | 2 | ─ |
| 16 | 11 | 4 | 3 | 3 | ─ |
| 17 | 11 | 4 | 3 | 3 | ─ |
| 18 | 11 | 4 | 3 | 3 | ─ |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
\pagebreak
***Prepared Spells of Level 1+.*** You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list. *Guiding Bolt*, *Sanctuary*, and *Shield of Faith* are recommended.
The number of spells on your list increases as you gain Bulwark levels, as shown in the Prepared Spells column of the Teachings of the Templar Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Bulwark, your list of prepared spells can include five Cleric spells of levels 1 and 2 in any combination.
***Changing your Prepared Spells.*** Whenever you gain a Bulwark level, you can replace one spell on your list with another Cleric spell for which you have spell slots.
***Spellcasting Ability.*** Wisdom is your spellcasting ability for your Cleric spells.
***Spellcasting Focus.*** You can use a Holy Symbol as a Spellcasting Focus for your Cleric spells.
#### Level 3: Templar's Smite
Once per turn when you hit a creature with an attack roll, you can expend a spell slot to deal an extra 1d6 Radiant damage to the target, plus another 1d6 per level of the spell slot.
#### Level 6: Righteous Tactics
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Cleric cantrips that has a casting time of an action.
#### Level 6: Divine Ward
You gain the following Specialized Ward option.
***Bolster.*** If the target you protect with your Armored Ward is a creature other than you, it gains Temporary Hit Points equal to your Wisdom modifier plus your Bulwark level (minimum of 1 Temporary Hit Point).
#### Level 11: Holy Warrior
You always have the *Truestrike* spell prepared.
In addition, you can cast *Truestrike* as a Bonus Action a number of times equal to your Wisdom Modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
#### Level 17: Improved Righteous Tactics
When you cause an attack roll to miss using your Armored Ward, you can cast a spell at the creature rather than making an attack with your Ward's Power. The spell must have a casting time of one action and must target only that creature.
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