Fighter
Base Class: Fighter

3rd Level — Versatile Fighter

At 3rd level, you have learned to use shields for both offense and defense. The damage of your shield is 2d4 + Strength modifier, and the damage type is bludgeoning. You can dual-wield shields and add the AC of both shields. Additional magical bonuses from shields, such as +1, also apply. This also applies to damage and attack rolls.

This feature's damage die changes to 2d8 at 10th level and 2d12 15th level.


Wall of Steel

You have served in the strongest of shield walls and can enter a defensive stance as a Bonus Action.

When you do, all allies within 5 feet of you who are the target of a melee attack are protected, while you impose Disadvantage on enemy melee attack rolls. However, your movement is reduced by half.

Impeding Stride

Additionally, if an ally is within your movement range while Wall of Steel is active, you can expend your Reaction to move to that ally and defend them.

You can use this ability a number of times equal to 1 + your Constitution modifier, and you regain these uses after a Long Rest or Short Rest.


Frontline Triage

You also gain proficiency in the Medicine skill at 3rd level. If you already have proficiency in Medicine, select another proficiency from the Fighter skill list.


7th Level — Skirmisher

At 7th level, you have learned to move faster when defending your allies, further enhancing your steadfast guard.

Increase your movement speed by 10 feet.

Additionally, when you use Impeding Stride, you can retaliate against your ally's opponent. If the attack misses your ally, you can make an attack against the opponent immediately after. (you can use your shield for this attack)

However, if your ally is hit by the attack, you and that ally split the damage between you. If the damage needs to be rounded, always round up, and you receive the higher portion of the damage.

Impeding Wall

Additionally, at 7th level, you can use your Reaction to add your shield's AC bonus to an ally who is within 5 feet of you or 10 feet directly behind you.

If a willing ally is within 5 feet in front of you, you can move them behind you, placing yourself between them and the threat so they remain protected.


10th Level — Crushing Blows

At 10th level, you can deliver a devastating, concussive blow with your shield. Whenever you land an attack against an opponent with your shield, you can attempt to stun them. They must make a Constitution saving throw after the attack.

The DC for this saving throw is 8 + your Constitution modifier + your Proficiency Bonus.

If the target fails the saving throw, they are Stunned until the start of your next turn.

You can use this feature a number of times equal to your Strength modifier, and you regain all expended uses after completing a Long Rest or Short Rest.

Towering Defense

Additionally, at 10th level, you add your Proficiency Bonus to your shields' AC bonus.


15th Level—Versatile Fighter Improvement

Your shield now does 2d12, you also gain an additional 10ft of movement.

 

 


18th Level — Unyielding Defender

At 18th level, you have cast your own safety to the wind, choosing to prioritize the survival of your allies above your own. When you would be reduced to 0 HP or lower, you may instead use a free use of Second Wind, and your HP is immediately set to 0.

After the result of the Second Wind roll, the HP restored by the roll is distributed as healing to your allies within 30 feet of you.

Additionally, it immediately becomes your turn. You make all attacks with Advantage during this turn.

Once this turn ends, you fall unconscious and gain 1 failed Death Saving Throw.

 

 

Versatile Fighter

At 3rd level, you have learned to use shields for both offense and defense.  You The damage of your shield is 2d4 + Strength modifier, and the damage type is bludgeoning. can dual-wield shields and add the AC of both shields. Additional magical bonuses from shields, such as +1, also apply. This also applies to damage and attack rolls.

This feature's damage die changes to 2d8 at 10th level and 2d12 15th level.

Skirmisher

At 7th level, you have learned to move faster when defending your allies, further enhancing your steadfast guard.

Increase your movement speed by 10 feet.

Additionally, when you use Impeding Stride, you can retaliate against your ally's opponent. If the attack misses your ally, you can make an attack against the opponent immediately after. (you can use your shield for this attack)

However, if your ally is hit by the attack, you and that ally split the damage between you. If the damage needs to be rounded, always round up, and you receive the higher portion of the damage.

Crushing Blows

At 10th level, you can deliver a devastating, concussive blow with your shield. Whenever you land an attack against an opponent with your shield, you can attempt to stun them. They must make a Constitution saving throw after the attack.

The DC for this saving throw is 8 + your Constitution modifier + your Proficiency Bonus.

If the target fails the saving throw, they are Stunned until the start of your next turn.

You can use this feature a number of times equal to your Strength modifier, and you regain all expended uses after completing a Long Rest or Short Rest.

Versatile Fighter Improvement

Your shield now does 2d12, you also gain an additional 10ft of movement.

Unyielding Defender

At 18th level, you have cast your own safety to the wind, choosing to prioritize the survival of your allies above your own. When you would be reduced to 0 HP or lower, you may instead use a free use of Second Wind, and your HP is immediately set to 0.

After the result of the Second Wind roll, the HP restored by the roll is distributed as healing to your allies within 30 feet of you.

Additionally, it immediately becomes your turn. You make all attacks with Advantage during this turn.

Once this turn ends, you fall unconscious and gain 1 failed Death Saving Throw.

Towering Defense

Additionally, at 10th level, you add your Proficiency Bonus to your shields' AC bonus.

 

Impeding Wall

Additionally, at 7th level, you can use your Reaction to add your shield's AC bonus to an ally who is within 5 feet of you or 10 feet directly behind you.

If a willing ally is within 5 feet in front of you, you can move them behind you, placing yourself between them and the threat so they remain protected.

Wall of Steel / Impeding Stride

Wall of Steel

You have served in the strongest of shield walls and

you can enter a defensive stance as a Bonus Action.

When you do, all allies within 5 feet of you who are the target of a melee attack are protected, while you impose Disadvantage on enemy melee attack rolls. However, your movement is reduced by half.

 Impeding Stride

Additionally, if an ally is within your movement range while Wall of Steel is active, you can expend your Reaction to move to that ally and defend them.

You can use this ability a number of times equal to 1 + your Constitution modifier, and you regain these uses after a Long Rest or Short Rest.

Frontline Triage

You also gain proficiency in the Medicine skill at 3rd level. If you already have proficiency in Medicine, select another proficiency from the Fighter skill list.

 

 

 

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