Fighter
Base Class: Fighter

Shield Slam

As an action, you slam your shield against your target, dealing 1d4+STR bludgeoning damage. If the shield is a magical shield, increase the attack and damage by the additional AC the shield grants. A "Shield, +3" for example, would add +3 to hit and damage.

The damage die increases to a d6 at level 7, d8 at level 10, d10 at level 15, and d12 at level 18.

Shield Throw

You've learned to control your shield as an extension of your body, allowing you to make ranged weapon attacks with it. As an action you can make a ranged weapon attack with your shield, range 10/30, dealing 1d4+STR bludgeoning damage. If the shield is a magical shield, increase the hit and damage by that bonus. A "Shield, +3" for example, would add +3 to hit and damage.

Additionally, when you hit a target with your shield as a ranged weapon attack you can choose one of the following:

  • You can angle the trajectory of the shield to hit the target and have it return to you.
  • You can target an additional creature up to the number of attack actions you have that are within 10 feet of each other. You must make separate attack rolls for each creature chosen. You cannot target the same creature more than once. 

When you use Shield Throw to make an attack and miss, the shield falls within 5 feet of the missed creature. 

To have the shield return to you after it hits the last target, you must make a Sleight of Hand check and meet or beat the DC equal to 8 + your proficiency modifier + DEX. If you fail the check, the shield lands 5 feet away from the last creature it hits.

At level 10, when you make an attack with Shield Throw on one target you don’t need to make the ability check.

The damage die increases to a d6 at level 7, d8 at level 10, d10 at level 15, and d12 at level 18.

Commanding Shout

Beginning at level 7, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Performance. 

Taunt

Also at 7th level you can Taunt one hostile creature as an action within 60 feet. That creature must make a WIS saving throw or be forced to attack you on a failed save. 

Save DC = 8 + Proficiency Modifier + CHA

 At level 10,15, and 18 the number of creatures you can Taunt increases by 1. 

Opportunistic

Beginning at level 10, as a reaction when you take damage you can take one of the following actions:

  • Make an Opportunity Attack with your Shield Slam attack
  • Use the Taunt action

Shield Charge

Beginning at level 15, you gain advantage on your initiative rolls. Additionally, you can use your reaction to move to the first hostile creature that comes within your movement range and make a Shield Slam attack.

Intervene

Beginning at level 18, you are a master tactician during combat, moving from target to target. You can now use your reaction to use your movement to move to an ally creature that gets hit with an attack, forcing a Taunt on the attacking creature and possibly changing the focus of the target to you. The attacking creature must make a WIS saving throw against your save DC, forcing the damage to you on a failed save. On success, the original target takes the damage.

Save DC = 8 + Proficiency Modifier + CHA

Shield Aggression

You have trained vigorously to become a master with shields so much so that you have even learned how to wield 2 of them with great ease. You’ve learned to use one shield for defense and one shield for offense. With this training you have learned how to react efficiently in combat to help and protect your allies.

Shield Slam

As an action, you slam your shield against your target, dealing 1d4+STR bludgeoning damage. If the shield is a magical shield, increase the attack and damage by the additional AC the shield grants. A "Shield, +3" for example, would add +3 to hit and damage.

The damage die increases to a d6 at level 7, d8 at level 10, d10 at level 15, and d12 at level 18.

Shield Throw

You've learned to control your shield as an extension of your body, allowing you to make ranged weapon attacks with it. As an action you can make a ranged weapon attack with your shield, range 10/30, dealing 1d4+STR bludgeoning damage. If the shield is a magical shield, increase the hit and damage by that bonus. A "Shield, +3" for example, would add +3 to hit and damage.

Additionally, when you hit a target with your shield as a ranged weapon attack you can choose one of the following:

  • You can angle the trajectory of the shield to hit the target and have it return to you.
  • You can target an additional creature up to the number of attack actions you have that are within 10 feet of each other. You must make separate attack rolls for each creature chosen. You cannot target the same creature more than once. 

When you use Shield Throw to make an attack and miss, the shield falls within 5 feet of the missed creature. 

To have the shield return to you after it hits the last target, you must make a Sleight of Hand check and meet or beat the DC equal to 8 + your proficiency modifier + DEX. If you fail the check, the shield lands 5 feet away from the last creature it hits, chosen by the DM.

At level 10, when you make an attack with Shield Throw on one target you don’t need to make the ability check.

The damage die increases to a d6 at level 7, d8 at level 10, d10 at level 15, and d12 at level 18.

Commanding Shout

Beginning at level 7, you gain proficiency in Persuasion. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Deception, Intimidation, or Performance.

Taunt

Also at 7th level you can Taunt one hostile creature as an action within 60 feet. That creature must make a WIS saving throw or be forced to attack you on a failed save. 

Save DC = 8 + Proficiency Modifier + CHA

 At level 10,15, and 18 the number of creatures you can Taunt increases by 1.

Opportunistic

Beginning at level 10, as a reaction when you take damage you can take one of the following actions:

  • Make an Opportunity Attack with your Shield Slam attack
  • Use the Taunt action

Shield Charge

Beginning at level 15, you gain advantage on your initiative rolls. Additionally, you can use your reaction to move to the first hostile creature that comes within your movement range and make a Shield Slam attack.

Intervene

Beginning at level 18, you are a master tactician during combat, moving from target to target. You can now use your reaction to use your movement to move to an ally creature that gets hit with an attack, forcing a Taunt on the attacking creature and possibly changing the focus of the target to you. The attacking creature must make a WIS saving throw against your save DC, forcing the damage to you on a failed save. On success, the original target takes the damage.

Save DC = 8 + Proficiency Modifier + CHA

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