Fighter
Base Class: Fighter

Shield Wardens sometimes called Shield Guardians or Dreadnoughts(In Fire Giant Culture) are heavily armored warriors wielding two shields for better defense of themselves as well as their allies on top of being living siege weapons. Their shields are the hope of protection and safety to some, but for others, it's the sign of soon-to-be destruction. They wield their shield living with honor and dying with glory on the battlefield.

Duel Defense

Starting at 3rd level you can now dual-wield shields. This gives you additional things that you normally couldn't do. You now gain the following benefits

  • You now gain an additional +1 to your AC when wielding two shields.
  • Shields are now considered to be strength-based melee weapons dealing 1d6 (1d8 at 7th lv, 1d10 at 15th lv)bludgeoning damage, if they are magical treat the bonus given to AC also to Attack and Damage.
  • You can add your proficiency bonus to your athletics roll when attempting to shove a creature.

Seige Rush

Beginning at 7th level, you learn to become a living siege weapon. When you take the dash action on your turn, you can use a bonus action to hit an enemy or structure on your way. For each 10 feet of your dash, you use without turning directions, your bonus action attack deals 1d6 more damage. For example, if you have 60ft of dash, move 30 feet and turn right and move 30 more feet, you only deal 3d6 extra damage

This attack has the siege property if you hit structures.

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

Living Shield

At 3rd level when you take this archetype, you learn to be the shield of the ones in need of you. When you see a creature within distance equal to half your speed get hit by a ranged attack or effect, you can use your reaction to move half your speed and locate yourself in front of them. You take all the damage the target was supposed to take and you are also subjected to the effects.

Fortification Cry

At 10th level, you learn to share your fortify your allies thanks to your experiences on the battlefield. When you use your Second Wind feature, you can choose creatures equal to your proficiency bonus who are within 30 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Arcane Fortitude

At 15th level, you have learned to resist magic and the elements to a point. When you or an ally is hit by an attack that deals damage aside from bludgeoning, slashing or piercing damage, you can use a reaction to give the target of the attack immunity to that type of damage till the end of their next turn. 

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

Walking Fortress

At 18th level, you have become the ultimate defender, you gain resistance to slashing, piercing, and bludgeoning from non-magical attacks.

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