Base Class: Fighter
Shield Warriors use wield their shields as weapons prefering to fight while maintaining a solid defensive position.
Shield Maneuvers
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called shield dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Shield Dice. You have four shield dice, which are d8s. A shield die is expended when you use it. You regain all of your expended shield dice when you finish a short or long rest.
You gain another shield die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Shield Combat
At 3rd level, you can now make weapon attacks with your shield. Your shield does 1d8 bludgeoning damage. Add your proficiency bonus and STR modifier to your attack roll. Add your STR modifier to your damage roll.
Maneuvers
The maneuvers are presented in no order.
Deflect
When another creature damages you with a melee attack, you can use your reaction and expend one shield die to reduce the damage by the number you roll on your shield die + your Strength modifier.
Disarming Attack
When you hit a creature with a shield attack, you can expend one shield die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the shield die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a shield attack, you can expend one shield die to distract the creature, giving your allies an opening. You add the shield die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Goading Attack
When you hit a creature with a shield attack, you can expend one shield die to attempt to goad the target into attacking you. You add the shield die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Halt
If you use your reaction to make an attack of opportunity against a creature you can expend one shield die to reduce the target's move speed to 0 until the end of its turn.
Iron Defense
Instead of using your action to attack, you can spend a shield die to raise your AC by the number rolled until the beginning of your next turn.
Lucky Strike
When you make a shield attack roll, you can expend one shield die to re roll your attack roll then add half (rounded down) your rolled shield die to the roll, you must use this maneuver before the attack is determined to hit.
Projectile Defense
When you are hit by a projectile you can use your reaction to spend a shield die to reduce the damage. If you reduce the damage to zero all projectiles fired from the creature automatically miss you until the end of its turn.
Rally
On your turn, you can use a bonus action and expend one shield die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the shield die roll + your Charisma modifier.
Riposte
When a creature misses you with a shield attack, you can use your reaction and expend one shield die to make a shield attack against the creature. If you hit, you add the shield die to the attack’s damage roll.
Safe Retreat
You can expend one shield die to prevent one target from getting an attack of opportunity if you move out of combat range with it until the end of your turn.
Shield Bash
When you make a shield weapon attack on your turn, you can expend one shield die to push the target back 5ft. If you hit, you add the shield die to the attack’s damage roll.
Shield Rush
When moving 10 feet or more and making a shield attack you can spend one shield die to charge into the target adding the amount rolled by the shield die in additional damage. Forcing target 10 feet in the opposite direction and making a Strength saving throw DC 8+STR modifier or be knocked prone.
Shield Throw
When you take the Attack action on your turn, you can throw your shield at an enemy within 25ft. The shield returns to you through magicial or other means. (Yours or your DM's choice)
Sweeping Strike
When you hit a creature with a shield attack, you can expend one shield die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your shield die. The damage is of the same type dealt by the original attack.
Combat Adaption
Starting at 7th level, when in combat you score a critical hit on a creature you regain one shield die.
Improved Shield Training
At 10th level, your shield dice and shield damage die turn into d10s. At 18th level, they turn into d12s.
Quick Recovery
Starting at 15th level, when you roll initiative and have no shield dice remaining, you regain one shield die.
Master Shield Training
At 18th level, your shield dice and shield damage die turn into d12s.
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