Fighter
Base Class: Fighter

Fueled by their desire to protect themselves and others, Shielded Warriors excel in the use of both arcane and divine gifts to aid their allies. To them, the best offence is an aggressive defence.


 

Arcane Protection

Beginning when you choose this archetype at 3rd level, you can now cast the Shield spell. You can cast this spell a number of times equal to your Wisdom modifier, regaining all uses after a long rest.

In addition, you can choose one cantrip from the Cleric spell list. Your spellcasting modifier for this cantrip is Wisdom.


 

Guidance

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Light

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mending

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Resistance

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Sacred Flame

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spare the Dying

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Thaumaturgy

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.


 

Shield Basher

Starting at 3rd level, a shield is not just a defensive tool for you, but is also a formidable weapon capable of laying your opponents low.

You gain proficiency with the shield as a weapon. The damage statistics of a shield are 1d6 + your Strength modifier, or 1d8 + your strength modifier if wielded with two hands. The shield deals bludgeoning damage.

For you, a shield is considered a light weapon and can be used for Two-Weapon Fighting. If you are wielding two shields, your Armor Class can still only benefit from the use of one shield at a time.

In addition, you gain one protection style from the list below.


 

Bodyguard

As a bonus action on your turn, while holding a shield, you can plant yourself down in a kneeled position, facing a direction of your choice. Any creature of your size or smaller that stands directly behind you can treat your body as three-quarters cover. You cannot benefit from the bonus of this cover.

Due to the nature of this move facing one direction, an attacker that would target your back-side can treat you as being prone.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Interceptor

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protector

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Quick Defender

While you are holding a shield, you can choose to use your reaction to impose disadvantage against an attacker targeting you for a melee or ranged weapon attack. If this attack still hits, you will take half as much damage from the triggering attack.


 

Arcane Ally

Starting at 7th level, you know the Shield of Faith spell, and can cast it at will.

You also learn one spell from the list below, and can cast it a number of times equal to your Wisdom modifier. You regain all uses of this spell after a long rest.


 

Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Heroism

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

Mage Armor

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Sanctuary

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.


 

Shield Expert

Starting at 10th level, your attacks with a shield count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you can now use any shield you are holding as a ranged weapon. Your shield, as a ranged weapon, deals 1d10 + your Wisdom modifier of bludgeoning damage at a range of 40/80. This shield magically flies and returns to your hands at the end of your turn.


 

True Protector

Starting at 15th level, you learn one spell of your choice from the list below. This spell can be cast once, regaining the ability to do so after a short or long rest.


 

Antilife Shell

A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.

The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.

Wall of Force

An invisible wall of force springs into existence at a point you choose within range.
The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Wall of Stone

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.


 

Heart of the Shield

At 18th level, you attain the pinnacle of resilience in battle, empowering your mental resolve into a protective arcane barrier.

As a bonus action on each of your turns, you can choose to give either yourself or an ally within 15 feet of you a boost to their Armour Class that's equal to your Wisdom Modifier. This bonus lasts until the start of your next turn.

In addition, you can now cast the spell Shield of Faith as a reaction, instead of a bonus action, when an ally you choose within range is targeted for an attack. This protection on the target lasts until the start of their next turn. This usage of the spell does not require concentration, and does not interrupt your concentration on any other spell.

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