Base Class: Fighter
This mighty warrior wields two shields. Armed with the power of improved defense, a bulwark is an major force in combat that keeps their allies as safe as can be.
Inspired and based upon JamesHaeck's Juggernaut subclass.
Shield Warrior
Starting at 3rd level, you can carry two shields at once. The second shield provides only a +1 to your AC, for a total bonus of +3 while carrying two shields. You can also use a shield you're carrying to make attacks. A shield you're carrying is a martial melee weapon with the light and thrown properties (range 15/30 feet) that deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. When you throw a shield you can make a DC 14 Athletics check, throwing the shield in such a way that it bounces back to you on a success.
In addition, starting at 7th level, attacks with your shields count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Immovable & Unstoppable
At 7th level, you have learned to use your shields as anchors. While wielding two shields and standing firmly, you cannot be moved against your will and have advantage on checks and saves to avoid being grappled or knocked prone. In addition, you ignore the movement reducing properties of difficult terrain or any effect that increases the cost of your movement while you are wielding two shields.
Also at 7th level, your shield strikes are imbued with unrelenting force. Once per turn when you hit a creature with a shield attack, you may force a creature to make a Strength save with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, that creature is pushed up to 10 feet away from you. If you've moved 15 feet in a straight line this turn before you activate this feature, you can also knock a creature prone when it fails this save.
Savior's Shield
At 10th level, you can protect your allies from outside your immediate reach. When a creature you can see attacks a target other than you that is within 30 feet of you, you can throw one of your shields and use your reaction to impose disadvantage on the attack roll. If the attack still hits, then the damage is reduced by 1d6 + your Strength modifier.
You can use this reaction a number of times equal to your proficiency bonus per long rest.
Stalwart Defense
Starting at 15th level, when you take damage other than psychic damage from a source that you can see, you can use your reaction to enter a defensive stance- gaining resistance to all types of damage besides psychic until the beginning of your next turn.
You can use this feature 3 times per long rest.
Fortress Tactics
At 18th level, as a bonus action you can activate Fortress Tactics until the beginning of your next turn, providing the following bonuses:
- You provide half cover to all friendly creatures within 5 feet of you.
- You gain a second reaction.
- If you or any creature benefiting from your cover is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they can use their reaction to take no damage if they succeed on the saving throw, interposing your shields between themselves and the source of the effect.
You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
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