Base Class: Fighter
This class is meant to be used with LMC Subraces, Backgrounds, Items, and Rules
Manually add the LMC: Base Rules feat for quick campaign rules reference
You specialize in protecting your allies from damage.
Level 3: Shield Master
Starting at level 3, you use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- 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 that targets only you.
- 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.
Level 3: Taunt
Starting at level 3, you can shout at an enemy as a bonus action, drawing their attention. They make a DC 20 wisdom saving throw. On a fail, if they can attack you during their next turn, they must. If they can’t attack you, then attacks they make are at disadvantage.
At level 7, you can target 3 enemies instead of 1.
At level 15, you can target any number.
Level 3: Shield Bash
Starting at level 3, as a bonus action, you slam your shield into an enemy within 5 feet. The target makes a DC 16 dexterity or constitution saving throw or are stunned until the end of their next turn. They take no damage from the attack. This feature can be used twice per short rest.
Level 7: Shield Up
Starting at level 7, as a bonus action, you cover the vulnerable spots in your armor. You gain resistance to all slashing, piercing, and bludgeoning damage until the beginning of your next turn.
Level 7: Improved Taunt
Starting at level 7, your taunt ability can now target 3 enemies instead of just 1.
Level 7: Protect
Starting at level 7, as a bonus action, you assign a target as a protection target. If they are within 10 feet of you and targeted with an attack, you can take the attack instead. You can only have 1 protected target at a time.
Level 10: Improved Shield Bash
Starting at level 10, The DC save for shield bash is now 20 instead of 16.
Level 10: Improved Protect
Starting at level 10, Protect now works within 15 feet
Level 15: Master Taunt
Starting at level 15, you can target any number of enemies within 30 feet with your taunt ability.
Level 15: Master Shield Bash
Starting at level 15, the DC save for shield bash is now 25 instead of 20.
Level 15: Improved Shield Work
Starting at level 15, when you use the shield up feature, you now gain resistance to all damage types except for psychic until the beginning of your next turn.
Level 15: Master Protect
Starting at level 15, you can now target two allies with protect
Level 18: Last Stand
Starting at level 18, in your most desperate moments, you can muster your resolve to fight on when others can’t. When you are taken to zero hit points, you can choose to enter your last stand.
When you enter your last stand, you are granted 100 temporary hit points and you can continue to fight as normal. Any healing applied is applied to your temporary hit points, and not your base hit points. If your temporary hit points go down to zero, you die instantly skipping death saving throws. You cannot benefit from any other temporary hit point benefits from other sources during your last stand.
When combat ends, or if you go two rounds without dealing or taking damage, you must roll a d100. If you roll lower than your temporary hit points remaining, you fall unconscious, but are stable. If you roll higher than your temporary hit points remaining, you fall dead, succumbing to your wounds.
Previous Versions
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