This week, we continue our exploration of Fire Emblem subclasses by introducing the Armored General. This is a version of the General class from Fire Emblem. However, the term “general” in a standard fantasy system is generally more of a leader, marshal, or warlord, which is NOT the point of this subclass.
The point of this subclass is to be a defensive bulwark. They are nearly impenetrable, heavily armored badasses that, just like the swordmaster, are probably 100% overpowered. But, again, I’m kind of okay with it. This is about delivering the spirit of the class, rather than something that’s viable for Adventurer’s League play.
Anyway, onto the Armored General.
Armored generals are powerful defensive sentinels who focus on standing against the tide of any battle. They wear heavy armor and carry heavy, powerful weapons.
In order to select the Armored General martial archetype, you must have access to the Defense, Great Weapon Fighting, or Protection fighting style.
Starting at 3rd level, as long as you are wearing heavy armor and do not move more than 10 feet during your turn, you gain a +1 bonus to your Armor Class. This bonus increases to +2 at 10th level, and +3 at 18th level.
At 7th level, as long as you are wearing heavy armor, you count as total cover for any creatures cowering behind you.
At 10th level, as long as you are wearing heavy armor, you may use your reaction when you are hit by an attack in order to prevent the attacker from making any additional attacks this round (not including opportunity attacks). If you do this, then you can make only a single attack using the attack action on your next turn. You must complete a short or long rest before you can use this ability again.
Starting at 15th level, as long as you are wearing heavy armor, you may use an action in order to enter a defensive stance. Until the start of your next turn, you gain resistance against nonmagical bludgeoning, piercing, and slashing damage.
At 18th level, as long as you are wearing heavy armor, you may use your reaction when you are hit by an attack in order to reduce the damage of that attack to 0. You must choose to do this before damage is rolled. You must then complete a long rest in order to use this ability again.
And here’s the PDF: LINK.