Fighter
Base Class: Fighter

A Shield Knight takes it upon themselves to be a bulwark against all opposing forces. Trained in the expert use of shields, a Shield Knight can even use one as a weapon. A Shield Knight may even choose to modify their shield, adding spikes or some other offensive attachment to their shield. Due to the weight of their main equipment, however, Shield Knights are remarkably slow in combat.

Defensive Stance

Starting at 3rd level, you can enter a defensive stance to improve your resilience against exterior threats. As a bonus action, if you are wielding a shield, you can enter a Defensive Stance until the start of your next turn. While in your Defensive Stance, you have a +1 bonus to your AC and Strength and Constitution saving throws.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses on a short or long rest.

Shield Bash

At 3rd level, you can utilize a shield as a weapon, should the need arise.

If you are wielding a shield and take the Attack action, you can use the shield as a simple melee weapon with which you are proficient. It does 1d8 bludgeoning damage on a hit. If you are wielding a magic shield with an additional AC bonus, that bonus also adds to attack and damage rolls made with it (For example, if you attack with a +2 Shield, you will have a +2 bonus to attack and damage rolls made when attacking with it).

This feature does more damage when you reach certain levels in this class (1d10 at 7th level, 1d12 at 10th level).

Draw Aggression

Starting at 7th level, you can attract enemies' attention towards you in combat, directing their blows away from your allies.

As part of the bonus action you take to enter your Defensive Stance, you can force all hostile creatures within 30 feet of you that can hear or see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a fail, a creature has disadvantage on attack rolls it makes against creatures other than you until the start of your next turn.

Bulwark

At 10th level, your armor can protect you to a further, more remarkable degree. While wearing armor, you have advantage on all Constitution saving throws.

Sentinel's Stance

At 15th level, your Defensive Stance becomes nigh-impenetrable. While you are in your Defensive Stance, your AC increases by 2, and you have a +2 bonus to Strength and Constitution saving throws.

Impervious Wall

Starting at 18th level, you are extraordinarily adept at attracting a foe's aggression, and your Defensive Stance can last much longer. 

Your Draw Aggression feature now has a range of 60 feet. Moreover, when you use your Defensive Stance feature, you remain in your Defensive Stance for up to 1 minute, and can exit it at any time (no action required by you). However, while in your Defensive Stance, your movement speed is halved.

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