Base Class: Fighter
When the world descends into chaos, stalwart shields are the first into the fray. Known for thick armor, heavy shields and rugged bludgeoning weapons, they lead their allies towards victory by example, pushing back and trampling any who stand against them. Some grow into this archetype out of necessity, being the only ones willing or able to make a stand and hold off oncoming threats against their homes; some are more disciplined, learning tried and true techniques in a rigid military setting; but what all have in common is a set of firm beliefs and a spirit that thrives in adversity.
Level 3: Trample
With proper positioning and a little extra force(or just a whole bunch of extra force, that works, too) you can off-balance a creature and literally walk all over it, crushing them underfoot as you advance.
Once during a turn when you push or pull a creature or knock it prone, you can deal Bludgeoning damage to it equal to 1d8+Constitution modifier, and if you Pushed the creature you may move up to half your speed to a space adjacent to it without provoking Opportunity Attacks from it.
Level 3: Frontline Aura
Your posture and gestures radiate threatening determination, making nearby enemies second-guess their steps and open up their guard if they don't devote their full attention to you.
You gain an Emanation out to 5 feet that is active while you are conscious and not Incapacitated. When an enemy ends its turn in the emanation, it has disadvantage on attack rolls against creatures other than you until the end of its next turn. When an enemy in the emanation takes the Disengage action or hits a creature other than you with an attack, you can use a Reaction to make an Opportunity Attack against it. Creatures you hit with Opportunity Attacks treat the area of your emanation as Difficult Terrain until the end of their next turn.
Level 7: Solid Footing
You have drilled your reflexes for greater speed, and have learned how to position yourself to deflect and redirect incoming attacks with maximum efficiency using quick and stable footwork.
You have Proficiency in Dexterity saving throws, and add your shield AC on Dexterity saving throws.
Level 10: Shield Wall
When in the heat of battle, your defensive grit can inspire your nearby allies to stand fast and attack valiantly.
During combat, once per turn when you Push a creature or knock it Prone, you can choose an ally within 30 feet of yourself who can see or hear you and who lacks Heroic Inspiration. That ally gains Heroic Inspiration. Additionally, you and allies in your Frontline Aura have advantage on saving throws against effects that would Push, Pull, or knock Prone.
Level 15: Unstoppable March
With the right positioning, footwork, and a little bad attitude, you can power walk through most obstacles and creatures and easily brush them aside.
You can move through but not end your turn in the spaces of other creatures, and when you do so you may have a creature whose space you move through make a DEX saving throw: on a failure, they are pushed 5 feet and knocked Prone if they are no more than one size larger than you. In addition, you ignore natural difficult terrain the result of loose rocks, rubble, vines, ice, and similar phenomena.
Level 18: Final Stand
Stalwart and sturdy, your long experience with combat on the front lines has brought you to the pinnacle of resilience: when the going gets tough, you get even tougher.
Defy Death. You have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
Heroic Grit. At the start of each of your turns during combat, roll 2d4 and increase your AC by the result if you are Bloodied and have at least 1 Hit Point.
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