Fighter
Base Class: Fighter

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Shieldmen were trained to use specific shields to their fullest potential. They are the frontline of every battle. The crossbowmen's pavisiers. The true swashbucklers. This class is intended to be one with the shield, to finally become the true shield of the party.

 Note 1: This class mentions Feats. These can be found on the PHB, p.165 and 170

Note 2: STR means Strength Modifier, and so on.

Shield-To-Face Combat

At level 3, you have mastered how to use shields aggressively. Shields are a melee weapon you are proficient with and deal 1d4+ STR Bludgeoning damage. Your shield scales exactly like the Monk's Martial Arts feature, e.g. it deals 1d6 damage at class level 5. Magical shields that include +1 or similar improvement have both their AC, damage rolls and attack rolls increased, rather than simply the AC.

Shield Expertise

At level 3, you learn how to use the shape of shields to your advantage. These shields have existed for a long time and are usually common. Work with your DM on how to implement this into the world.

.Buckler: While wearing this shield, you are considered under effect of the Defensive Duelist feat. The shield also has the Finesse property.

.Kite: This shield is a Slashing weapon, and starts with a d6 damage die, capping at d12.

.Pavise: Can be fixed on the ground as an Action and, when done so, serves as Three-Quarters Cover. Will be Doffed when deployed. Can be unfixed and Donned as a Bonus Action. A regular pavise is made of wood, has AC 15 and 18 (4d8) Hit Points and is Resistant to Piercing damage, but stronger pavises may be found later on (DM's discretion/DMG p. 246). If the Mending spell is cast on it, or if Carpenter's tools are used on it for 10 minutes, it regains 2d8 Hit Points.

.Viking: Grants an additional +1 to AC.

.Round: Has the Thrown (range 20/60) property and, when thrown, deals an extra die of damage if it has been Doffed on the same Round. You can Don/Doff this shield as a Bonus Action.

Bodyguard

At 7th level, you have learned that, to defend the needed, you have to be constantly in movement. As a Reaction to enemy movement, you can move up to half of your speed after the enemy has completed half of his movement. Then, until the start of your next Turn, you can make a single Opportunity Attack as a Free Reaction.

You can do this 1+CON times until the next Long Rest.

Shield Mastery

At 10th level, you gain the feat Shield Master, and now you can also carry something else on your shield hand. That object or creature must be Tiny, and cannot be interacted with by that hand, but it can be picked with the other as a Free Action, and it is under Full Cover while behind the shield.

Unbreakable and Unyielding

At level 15, you have Advantage on Saving Throws against being Charmed or Frightened.

Unrelenting Safeguard

At 18th level, you and your shield are one. You can ask for a reroll whenever a roll involving your shield works against you (fails). This may include Saving Throws, and even attacks made against you or allies, given you have used the proper features (e.g. the Protection fighting style). The new result must be used.

You can use this feature once per Round, and 3 times before a Short or Long Rest.

Previous Versions

Name Date Modified Views Adds Version Actions
9/7/2019 7:39:53 PM
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10/12/2021 1:26:28 AM
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