Base Class: Fighter
A Shield Warrior has spent a considerable amount of time training with their shield, and can effectively use it for offense as well as defense.
Shield Strike
Starting at 3rd level, when you choose this archetype, you have learned to use your shield in a wide variety of ways, both defensive and offensive.
When you take the attack action on your turn, you can replace any number of attacks with a Shield Strike. You use your shield as a martial weapon, with which you have proficiency. It counts as a versatile weapon and deals 1d8 + your Strength modifier bludgeoning damage on a hit. When using two hands, the damage die becomes a d10.
Arcane Protection
At 3rd level, you have learned how to use your shield to protect you from spells and magical effects. If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect. Additionally, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Shield Techniques
When you choose this archetype at 3rd level, you learn shield techniques that are fueled by special dice called shield dice.
Shield Techniques. You learn three techniques of your choice, which are detailed under “Techniques” below. Many techniques enhance an attack in some way. You can use only one technique per attack.
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.
Shield Dice. You have four shield dice, which are d8s. A shield die is expended when you use it. You regain all of your expended shield dice when you finish a short or long rest.
You gain another shield die at 7th level and one more at 15th level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
The following shield techniques are available for you to learn.
Borrowed Cover
When an ally you can see within 30ft of you is subjected to a spell or affect that requires them to make a dexterity saving throw, you can use your reaction to throw your shield between them and the source of the effect. They can add the AC bonus of your shield to their roll. On a success, the ally takes no damage, and only half damage on a fail. The shield then returns to your hand.
Borrowed Parry
When another creature damages an ally you can see within 30ft of you with a melee or ranged attack, you can use your reaction and expend one shield die to throw your shield between the ally and the attacker and reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Your shield then immediately returns to your hand.
Brace for Impact
When you’re within 5 feet of a creature on your turn, you can use an action, expending one shield die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn’t incapacitated. This movement doesn’t provoke opportunity attacks.
Roll the shield die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Clothesline
If you use your reaction to make an attack of opportunity against a creature you can expend one shield die, adding its roll to the damage of the attack to force the target to make a strength saving throw. On a fail, the target is knocked prone. On a success the target's speed is reduced to 0 until the beginning of its next turn.
Commanding Presence
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one shield die and add the shield die to the ability check.
Denting Blow
When you hit with your Shield Strike, you can choose to strike with your shield in such a way that your target is easier to harm. Your target takes additional bludgeoning damage equal to a roll of your superiority die and has a -2 penalty to AC until the start of your next turn.
Disarming Strike
When you hit a creature with your Shield Strike, you can expend one shield die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the shield die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Grappling Strike
Immediately after you hit a creature with a shield strike on your turn, you can expend one shield die and then try to grapple the target as a bonus action. (see the Player’s Handbook for rules on grappling). Add the shield die to your Strength (Athletics) check.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one shield die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Rally
On your turn, you can use a bonus action and expend one shield die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the shield die roll + your Charisma modifier.
Shield Bash
When you take the Dash action on your turn, you can use this feature to make a Shield Strike as part of that action. If the attack hits, the target takes additional bludgeoning damage equal to a roll of your shield die + 1 for each 5ft of movement in a straight line you travel leading up to the attack. The target then makes a Strength saving throw, falling prone on a failure and being pushed back 10ft on a success.
Shield Bounce
When you take the Attack action on your turn, you can use this feature to throw your shield at a creature within 30ft of you as a bonus action. Make a melee weapon attack roll against the target. On a hit, the target takes bludgeoning damage equal to a roll of your shield die + your Strength modifier. If there is another creature within 5ft of the target, the shield then bounces to it, dealing the same damage. Regardless of a hit or a miss, the shield bounces back to your hand.
Shield Reflect
When you would be hit with a ranged weapon attack, you can use your reaction to reduce the damage by a roll of your shield die + your Strength modifier. If you reduce the damage to 0, you can choose to reflect it towards a creature within 30ft. That creature must make a Dexterity saving throw or take damage equal to the amount you reduced.
Stunning Strike
When you hit with your Shield Strike, you can choose to Stun the target. The target creature takes an additional damage equal to a roll of your shield die and must make a Constitution saving throw. On a failure, they are stunned until the end of your next turn.
Sweeping Strike
When you hit a creature with a Shield Strike, you can expend one shield die to attempt to damage another creature with the same attack. Choose another creature within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your shield die. The damage is of the same type dealt by the original attack.
Tactical Assessment
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one shield die and add the shield die to the ability check.
Taunting Blow
When you make a Shield Strike attack, you can choose to taunt the target of your attack. You gain temporary hit points equal to a roll of your shield die + your Constitution modifier and the target must make a Wisdom saving throw. On a failure, they have disadvantage on attack rolls against all creatures other than you until the start of your next turn.
Superior Regeneration
Starting at 7th level in this class, your body has become naturally superior at recovering. When you roll dice to recover hit points from a spell or during a short rest, you may add half your proficiency modifier to the total for each die.
Additionally, you when you finish a short rest, you may remove one level of exhaustion afflicting you.
Improved Shield Superiority
At 10th level, your shield dice turn into d10s. At 18th level, they turn into d12s.
Ultimate Defense
Starting at 15th level, when you roll initiative and have no shield dice remaining, you regain one shield die.
Improved Shield Superiority
At 18th level, your shield dice turn into d12s.
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