Fighter
Base Class: Fighter

Dual Shield wielding fighter.  Mixture of Defense, Offense, and Utility.

Bulwark Brawler

Upon reaching 3rd level, and choosing to travel down the path of the Bulwark Brawler, your fighter will learn how to adapt the basic defensive capabilities of a shield into that of offensive and utility that the whole party can utilize.  This allows the fighter to dual wield shields and gain an offensive advantage within battle:

  • You gain the Ability to Intervene an attack taken upon your teammate.  As a reaction, you can rush to an ally within 5 ft. of you, and provide them with the AC bonus from one of your Shields.  If the attack is still successful, the fighter will share half of the damage.  This can be used an amount equal to the fighters level.  Intervene charges will regenerate upon resting, resets on long rest.
  • The fighter also gains a secondary Fighting Style.
  • Attacks with a shield now scale with level
    • Levels 1-4: 1d4
    • Levels 5-10: 1d6
    • Levels 11-16: 1d8
    • Levels 17-20: 1d10

Shield Bash

At the 7th level, if you move at least 10 ft. before attacking, you can attempt to knock the target prone.  The target must make a strength saving throw or be knocked prone.  This attack does 1d8 damage.  You may make use of Dash as a bonus action with this ability.

Fuse Fortification

Upon reaching 10th level, your fighter gains the ability to defend allies with your knowledge of shields.

  • You can use your action to wrap yourself around a willing ally within 5 ft. of you.  The ally must remain within 5 ft. or the maneuver will drop.  Any attack made to your ally or yourself are made at disadvantage.  Both you and your ally can move (while staying together) at half of the fighters normal speed.  While Fuse Fortification, your ally can choose to use your armor class instead of their own for defensive purposes., but if the ally is attacked successfully, you can use your reaction to take the damage for them instead (must decide before damage is rolled).  Can use this once per Short Rest.

Shield Master

Upon reaching 15th level, you become a master with shields.

  • Whenever wielding at least one shield, you gain resistance to all non-magical bludgeoning, piercing, and slashing damage.

Improved Intervene

Upon reaching 18th level, your skills with protecting your allies has greatly improved.

Improved Intervene:

  • The range of Intervene is extended to 10 ft.  The fighter may now add their proficiency bonus to the Armor Class total that the defended ally receives.  If the fighter succeeds in defending an ally, the fighter may retaliate with two attack attempts.

Previous Versions

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