Fighter
Base Class: Fighter

A martial subclass for fighter which focuses on shield play and defense

Shield Superiority

When you choose this archetype at 3rd level, you lose proficiency with all other weapons except shields and gain proficiency with heavy armor.

Shield Strike. You can strike with your shield as an attack action, rolling it as 1d6 + Str modifier. Also, you can have two shields equipped, one per arm.

Extra Reaction. 

Beginning at 5th level, you can react twice, instead of once, whenever you take the Reaction action during the round.

The number of reactions increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. 

Defensive Maneuvers. You learn three maneuvers of your choice, which are detailed under “Defensive Maneuvers” below. Many maneuvers enhance a reaction in some way. You can use only one maneuver per reaction.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 7th level and one more at 15th level. These dice increase to d10s at 10th level and d12s at 18th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Shield Protection

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.

Shield Maneuvers

The maneuvers are presented below.

Command to Cleave

When an ally that can see or hear you hits a creature with a melee weapon attack,as a reaction, you can expend one shield superiority die to attempt to get them to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within their reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Disarming Block

When your AC blocks a melee weapon attack, you can expend one shield superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the  damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you chose. The object lands at its feet.

Distracting Shout

When you use the attack action, you can expend one shield superiority die to distract the creature, giving your allies an opening. You add the shield superiority die to the damage done to  the attacker. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Feinting Block

You can expend one superiority die and use a bonus action on your turn to feint block, choosing one ally within 5 feet of you as your target. They have advantage on their next attack roll against that creature a chosen creature within 5ft of them. If that attack hits, add the shield superiority die to the attack’s damage roll.

Goading Block

When your AC blocks you a melee weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You damage the attacker for the value on the shield superiority die, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Immovable Object

When your AC blocks a weapon attack from a creature you can see and that can hear you, you use a reaction and can expend one superiority die to attempt to frighten the target. Roll a superiority die for psychic damage and  the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Maneuvering Shield

When your AC blocks a melee weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You damage the attacker with for the value on the Shield superiority die, and you choose a friendly creature who you can see and can hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Mobile Shield

As a reaction, you can expend one of your shield superiority die to block a melee attack that is targeting an ally you can see. The range of your block is 5 ft times the value rolled on the superiority die. When you do this, you move next to the ally you are protecting, still incurring opportunity attacks. When you reach your ally, you apply the same disadvantage to the incoming attack as if you had used the 'Protection' fighting style.

Precision Instructions

When an ally that can see or hear you makes a weapon attack roll against a creature, you can use one of your reactions to expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Shield Charge

When you move, you can expend your bonus action and one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Shield Counter Attack

When your AC blocks a melee weapon attack from a creature you can see, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Shield Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Shield Push

When you hit a creature with your shield, you can expend one shield superiority die to attempt to drive the target back. You add the shield superiority die to the attack’s damage roll, and it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Sweep the Legs

When you hit with your shield, you can expend one shield superiority die to attempt to knock the target down. You use the shield superiority die to damage the attacker, and it must make a Strength saving throw. On a failed save, you knock the target prone.

Warn of Danger

When you take the [Tooltip Not Found] action during the round, you can forgo one of your reactions and direct one of your companions to "Dodge". When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature has its AC raised by the number rolled on the die as they are now 'warned'. 

Words of Courage.

On your turn, you can use a bonus action and expend one shield superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who you can see and who can hear you. That creature gains temporary hit points equal to the shield superiority die roll + your Charisma modifier. These temporary hits points last until the end of battle.

Support Care

At 3rd level, You gain proficiency in your medicine skill and alchemists supplies.

Battlefield Medicine

Starting at 7th level, you may apply a healing balm to the wounds of your ally. It is a concoction you have perfected after having had to use it in battle. The target of your healing, which can be yourself, receives 2d8+ your medicine skill value healing.Increases to 2d10 at 12th level.

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless Defense

Starting at 15th level, when you roll initiative and have no shield superiority dice remaining, you regain one shield superiority die per equipped shield. ( Max of 2)

Improved Combat Superiority

At 18th level, your superiority dice turn into d12s.

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