Fighter
Base Class: Fighter

Practitioners of the Shield Thrower subclass have learned how to transcend past the common understanding of how a shield is to be used, taking use of them not just as a defensive option, but a mighty offensive choice. They focus their efforts on controlling the attention of their enemies, and providing a strong wall for their allies to rally behind.

Thrower's Prowess

Beginning when you choose this archetype at 3rd level, you learn to use your shield not just as a defensive option, but as a formidable offensive choice. Any shield wielded by you gains the melee and thrown property and, on a hit, does 1d6 bludgeoning damage. The thrown property has a range of 15 feet (30 long range), and goes up by five feet for each level of fighter you take, to a maximum of 60 feet (90 long range). Your damage with the shield becomes 1d8 at 7th level, 1d10 at 10th level.

While wielding a magical shield, you can choose to add the additional AC bonus granted by wielding that shield to attack and damage rolls made with it. (ex. If you are wielding a +2 shield, you would have a +2 bonus to attacks and damage rolls made with it. Your attacks also count as magical for the purpose of overcoming nonmagical resistance if using a magical shield.)

Call of the Thrower

Beginning at 3rd level when you take this Archetype you find it within yourself to challenge a multitude of enemies at once, knowing your efficient use of the shield will protect you. As a bonus action, you can call out to a group of enemies within a 30 foot diameter around you and taunt them to engage with you. You may challenge a group of enemies of up to 2 + your Charisma modifier, taunting them with pain and humiliation. The targets within this group must make a charisma saving throw with a DC of 8 + your charisma modifier + your proficiency bonus. On a fail, the affected creatures will have disadvantage on attacks against any creature except for you. 


This feature may be used a number of times equal to your proficiency bonus, and you regain all expended uses on a long rest. Creatures with legendary actions are immune to this effect.

Shield Sniper

Beginning at 7th level, you have learned to use the geometry of your foes and environment to bounce your shield from enemy to enemy. Likewise, you have learned to bounce your shield around corners and cover to assault enemies who believe themselves to be out of your reach. 

When throwing your shield, you may target a number of enemies equal to your proficiency bonus. This will indicate how many times your shield can bounce between the targeted enemies before it returns to you on the final bounce. The damage the shield does decreases by three on each bounce. The damage still decreases if the shield hits a non-creature target, such as bouncing it off a wall. The hits subsequent to the first one use the same "to hit" roll as the initial attack. The shield can only bounce off of a target to another target within half of your range with the shield from the first target.

This consumes your entire attack action. (As an extra notice - Abilities such as sneak attack that apply to a single target only apply on the first hit, as the ability states.)

Thrower's Intervention

Beginning at 7th level, you are able to defend an ally in need by expending your reaction to hurl your shield a friendly creature within the range of your shield when they are hit by an attack. Your shield blocks the enemy attack and reduces it by 1d10 + your Proficiency Bonus. After the attack is blocked, your shield bounces back to you via your Shield Sniper ability. 

Improved Sniper

Beginning at 10th level, you may forego targeting multiple enemies with your Shield Sniper attack and instead deliver one devastating blow to an enemy of your choice, compelling the target to focus their attention on you if they fail a Charisma saving through with a DC of 10 + your Charisma modifier + your Proficiency Bonus. On a failed save, the target of this attack must attack you exclusively until the end of your next turn. Creatures with Legendary Actions automatically have advantage on this save.

Intercepting Guardian

Upon reaching 15th level, your mastery of the shield can be used to defend your teammates to a higher degree than ever before. Your shield hums with energy, allowing you to throw it towards a teammate and concentrate on keeping it in place.

You may use a bonus action to throw your shield at an ally. Your shield circles the ally of your choosing and helps deflect attacks waged against them. Whilst concentrating on this effect, your shield remains around them and they receive the armor class bonus provided by that shield. If concentration is broken, your shield hums with energy and flies back into your grasp. If a critical fail is rolled to maintain concentration, the shield drops to the ground, not returning to your grasp.

Thrower's Resilience

Completing your mastery of the shield, at 18th level you have bonded with your shield, vowing to protect it as it protects you. You will both get through this, no matter the opposition. 

Whilst holding your shield you make Constitution and Charisma saving throws with advantage, and gain resistance to slashing damage.

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