Base Class: Fighter
A stalwart defender, these shield warriors are paragons of frontline combat. Commited to being a wall against any who would pass them, a Fortress Knight knows that a weapon can take a life, but a shield can save one, and that anything can be used as a weapon if it is swung hard enough. A shield warrior attacks and defends in the same stroke, and is a force of disruption on the front line, battering enemies, while defending their more delicate comrades.
Shield Bash
Beginning when you choose this archetype you gain proficiency with heavy armor if you do not already have it.
In your hands, a shield is a weapon. When you use the attack action you can attack with your shield. A shield does 1D4 bludgeoning damage and has the light property.
Additionally, whenever you have advantage on an attack made with your shield you can instead remove advantage and attempt to drive your enemy to the ground with your attack. Creatures subjected to this effect must succeed at a strength saving throw or be knocked prone. Shield bash works only against creatures that are up to one size larger than you, creatures of one size larger than you have advantage against the stength saving throw.
Your saving throw DC is equal to 10 + your strength modifer + proficiency
Battering Ram
After moving at least 20 feet in a straight line you can use your action to charge in the same direction. Make an attack roll against each enemy, on a hit treat enemies as though they had been struck by shield bash. If the enemy fails against the saving throw on shield bash and falls prone you can continue your charge. While charging, Attacks of Oppurtunity made against you are made with disadvantage.
You have advantage to attack rolls made to destroy objects while charging.
While charging your movement speed increases by 10.
If you succesfully knock a target prone while charging you can use a bonus action to double your charging movement speed or to stop charging and make a weapon attack against the prone target.
If an enemy succeeds against your shield bash saving throw you lose all remaining movement speed.
Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
If you have or gain both the protection and interception fighting styles, gain proficiency with great shields and you can now wield shields in both hands gaining the benefit of each. A great shield deals 2d6 bludgeoning damage and has the heavy and two handed properties. Regardless of whether you have the protection and interception fighting styles, attacks made with standard shields now deal 1d6 bludgeoning damage.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Shield Boss
At 15th level gain an additional fighting style.
Additionally when you attack with shields add their AC bonus to damage rolls.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.
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