Base Class: Fighter
"The best offence is a good defence" is the motto of the Sentinel, with increased armour they are the rock which stands against the tide. Masters of using shields, they wield them as an extension of themselves, not only to deflect blows from themselves and allies but to inflict powerful strikes to their foes.
Iron Skin
Beginning when you choose this archetype at 3rd level, your AC is permanently increased by +2.
Living Shield
Starting at 3rd level, when an ally is attacked within 5 feet of you, you can use your reaction to block the hit using your AC and taking the relevant damage.
Shield Slam
At 7th level, you can attack with your shield as a bonus action. The damage is equal to your AC.
You add your proficiency bonus and Constitution modifier to the attack roll.
Shield Slam
As a bonus action, attack with your shield. The damage is equal to your AC. You add your proficiency bonus and Constitution modifier to the attack roll.
Bulwark
Starting at 10th level, anyone within 10 feet of you including yourself gain advantage on Saving Throws against damage spells.
Battering Ram
At 15th level, if you move a minimum of 10 feet toward an enemy, you can use your Shield Slam with advantage. If it hits a Large or smaller creature, you either knock them prone or push them back 10 feet.
Walking Tower
At 18th level, you are a paragon of fortitude. You gain an additional +2 to AC and all damage from all sources against you is halved.
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