Base Class: Fighter
As a wise man once said, “If you have to choose between a sword or a shield, take the shield.” Shield Knights are those warriors who wield their Shields as weapons in their own right. Fighters who take this path find a bond with their shield, seeing it not just as a wall between them and their enemies, but as the multifaceted weapon and tool that it is. A skilled Shield master is unwavering and untouched, prepared to defend themselves and others with strength and valor.
Shield Knights wield incredible strength and skill and are most often found in places where those boons shine. Be it in colosseums, battlefields, or tournaments, they find themselves in duels often. While they are more than capable of facing the hordes of the world, they are first and foremost warriors trained to defend against and counter other warriors. Many a soldier has underestimated the Shield Knight, only realizing too late that their enemy’s shield is even more dangerous than their blade.
Shield Bash
As an action, you can target a creature your one size larger than you or smaller. Make a weapon attack against them. On a hit, they take 2d8 + STR Bludgeoning damage and must make a CON saving throw vs [8 + your PB + STR Modifier]. On a failure, the creature is Incapacitated until the end of its next turn. Creatures larger than you make the save at advantage. Constructs and creatures without a discernable face automatically succeed the saving throw.
You can only use this ability a number of times equal to your CON modifier, regaining all uses after completing a Long Rest.
Unbreakable
When you would take a single instance of damage, that is not psychic, from a source you can see, you can use your reaction to instead take no damage and suffer no effects from the attack, spell or ability (regardless of if there is a saving throw). When you do this, you gain the benefit of 3/4 cover until the start of your next turn.
Once you use this ability, you cannot do so again until you complete a Long Rest.
Shield Slide
At 10th level, you can use your bonus action to take the Dash action, by sliding on your shield. Your speed is increased by 20ft during the dash, and you do not provoke attacks of opportunity.
If you end your dash within 5ft of a creature, you can make a weapon attack against that creature, adding an additional 1d8 to the damage. If you moved 20ft or more in a straight line during the dash, you make the attack at advantage.
You cannot use this ability to go upstairs or other inclines, and you cannot cross difficult terrain this way. You can use this ability twice per short or long rest. You may also regain a use whenever you use your Action Surge.
Gladiator’s Slam
. You select a point within 30ft of you, crashing into the point with your shield. When you land, any creature within 15ft of you must make a STR saving throw against your [STR + PB + 8]. On a failure, they take 8d6 Bludgeoning damage and fall prone. On a success, they take half damage and do not fall prone. A creature whose size category is larger than yours makes this save at advantage. A creature two or more size categories larger than you automatically succeeds.
You can only use this ability once per Short or Long Rest.
Shield Fighting
You can use a shield that lacks the heavy property as a melee weapon. It deals 1d8 + STR Bludgeoning damage if you use it as your main hand weapon or 1d6 as your Off-hand weapon (This is treated as a melee weapon for the purposes of two-weapon fighting, using your STR). You still gain the benefits of equipping a shield. You do not gain an additional AC bonus for equipping more than one shield.
Additionally, while your shield is equipped as your main weapon, you can use your reaction to gain half cover against ranged weapon attacks you can see. An allied creature 5ft behind you also benefits from this cover.
Shield Throw
As an action, you can throw your shield at a target within 30ft. The shield bounces a number of times equal to your STR modifier, jumping from the previous target to the next. Each new target must be within 15ft. Targets must make a DEX saving throw where the DC is [8 + your STR modifier + your PB]. On a success, the target deflects the shield off to another target. On a failure, the target takes 2d8 + STR Bludgeoning damage. You can use a bounce to hit a wall or other solid object other than the ground, though it does not deal any damage in this way. You can hit a creature multiple times as long as it hits another target in between each hit. If there is not another viable target after hitting an enemy, or you have reached your maximum number of bounces, the shield returns to you, regardless of the distance.
At 10th Level, the maximum range between each target increases to 20ft and the damage increases to 3d8 + STR damage.
You can use this ability twice, gaining an additional use at Fighter level 7, 10, 15 and 18. All uses are regained after completing a Long Rest.
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