Base Class: Fighter
Those that undertake the title of a Shield Master are known for pushing what can be done by nonmagical means, defending allies, protecting yourself and the innocent, and taking down the corrupted.
Because after all, You can do this all day.
Shield Masters are most often seen as Champions of the People, Defenders of the weak, so much so that many confuse them for holy Paladins, but their reputation is often warranted.
Defender's Might
You gain the ability to use a Shield as a weapon. As long as you have nothing else in your other hand that would qualify as a weapon, your Shield Uses your Strength Modifier for attack and damage rolls, using 1d8 1 handed, and 1d10 2 handed dealing Bludgeoning Damage.
If you decide to wield 2 shields you only get the benefit of having 1, and they deal 1d6 Bludgeoning.
Steel Defense
You know how to expertly wield a shield to maximize your defense, as well as your allies'.
As a Reaction, you can give yourself a temporary +3 AC bonus to One incoming attack.
If a team mate is within 5ft of you and about to take a hit you can give them a +3 bonus to their AC for that one attack.
You can use it to protect others indefinitely, but you can only protect yourself a number of times = to your Strength Modifier.
Once you reach 10th level the AC bonus is increased to +4 AC and increases at 18th level to +5
Steady Aimed Defense
You have learned how to throw your shield, specifically to continue to protect your allies.
When you use Steel Defense to protect an ally, the range that you can protect an ally from is increased to 20ft, as you throw the shield to block the attack the shield bouncing back into your hand.
At 10th level the range increases to 30ft, 15th level to 40ft, and 18th level to 50ft.
Shield Parry
No defense is unbeatable, but you know how to minimize damage whenever possible.
If you take any kind of damage you can as a Free Action, once per round, reduce the damage by your shield's current damage die(No Modifier).
You can reduce any source of damage this way except for psychic damage.
Steady Aimed Offense
After having experience throwing your shield to protect your allies, you now know how to throw your shield to deal damage.
Your shield now counts as a ranged weapon having an equal range to your Steady Aimed Defense range.
The damage die and modifier is the same as if it were a regular attack.
The shield returns back to you in time for your next attack, you can flavor this as it bouncing off a nearby object or enemy, or perhaps as a magical enchantment or magnet like pull.
Inspiring Stubbornness
After you've spent your adventuring career honing your fighting style in Defense others have begun to notice your efforts, inspiring them to last just a little bit longer.
When an opponent misses an attack roll against you, or an ally that you aided with Steel Defense you can then, on your next turn as a bonus action inspire others around you.
All friendly creatures within 40ft of you gain temporary HP = to your Strength Modifier + your Proficiency bonus.
Avenging Might
You've spent your entire Adventuring Career defending and protecting others, when things get bleak, their appreciation inspires you to go forward for just a tiny bit longer.
On the beginning of your turn you can choose to activate Avenging Might, giving the following benefits for 1 minute.
You gain resistance to all forms of damage except for psychic
You can use Steel defense as a free action
You gain 1 additional action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
Everyone in a 30ft radius gets a flat +2 bonus to their AC
Once 1 minute ends you gain the following downsides,
You take 1 level of exhaust
For your next turn your movement speed is reduced to 0, you cannot take any actions or reactions
And your AC is reduced by 4.
You can only use this ability once before needing a long rest to use again.
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