Fighter
Base Class: Fighter

They say a good defense is a great offense and you your self has taken that ideology to a new level. You have put down your Bladed and blunt weapons in place of using two shields instead. Coming from the school of tactical fighting in the military at some time some crazy warrior probably lost his weapon and grabbed a shield, then another shield, then proceeded on being a menace on the field of battle. No one really understands how this came to be, but one thing is for sure that the shield bearers are Juggernauts on the field of battle often bringing something to the combat that no other fighter can quite do.

Dual defense

Starting at 3rd level you can now dual wield shields. This gives you additional things that you normally couldn't do. You can not use tower shields. 
You now gain the following benefits

  • You now gain an additional +1 to your AC when wielding two shields
  • you gain two weapon fighting style if you don't already know it
  • Your saving throw is DC = 8 + Your proficiency bonus + Strength Modifier 
  • Shields are now considered to be light strength based melee weapon dealing 1d6 bludgeoning damage, if they are magical treat the bonus given to AC also to Attack and Damage 

You must have a Str Requirement of 16 or higher to take this 

 

Shield Techniques

Starting at 3rd Level, the fighter gets to choose from a set of techniques, you gain a new one 7th and 10th level

All Seeing Shields

You no longer can be flanked by melee attacks

Balanced Shields

You can now throw your shields, using them as ranged attacks, you still use your Strength for the attack roll and damage just as if it were a melee attack. The shields do not return to you and have a range of 20 / 60 feet. The damage is the same as it would have been if it were used as a melee attack. 

 

NOTE: May not be used with tower shields

Deflecting stance

When you take this stance you can do no other action that round, and as long as you stay in the stance. When you are in the stance the following apply

  • All attacks that are made that you are with in 15 foot of you are instead blocked by you, your ally uses your AC. If it hits the damage is dealt to the original target
  • Range attack spells that have a target of one creature use your AC, if it misses you make a ranged attack + your shield modifier, if it hits the caster of the spells AC the damage is done to the caster as if it were the target. 
  • You MAY NOT MOVE so long as you stay in this stance, minus the cinematic movement you are doing for the stance. 
  • You may only be in this stance for as many rounds as your CON Modifier, after which you must spend twice the amount of time out of it as you spent in before you can use it again.

Shield Bash

When you attack a target twice, that target is now susceptible to being stunned to the end of their next turn. 
Using this technique you must declare you are using it and use your reaction, you may decided to do this after you hear the result of the first attack but before you use your second attack. If your first attack damage equals or exceeds the targets CON Modifier, you may make a second attack. The damage on the second attack Subtracts from the CON Saving throw Vs your Save DC, if they fail the Save they are stunned till the end of their next turn.  

Note: May not be used with Tower Shields

Shield Crush

When you score a critical hit you, there is a change you knock your target Prone. This is a devastating blow made at your opponent, you may only knock Prone up to 2 sizes larger than you, although if they are 2 sizes larger than they have advantage on their STR Saving throw vs your Save DC. 

Shield Dance

You are so adept at fighting with shields you can now move each time you hit with your shields. When you hit with your shield you may take up to a 10 foot step, that only counts as a 5 foot step for purposes of your movement, and attack again. If you hit on both attacks you may take two additional attacks using the same guidelines. This ONLY allows you to take up to 4 attacks if you are not using Action Surge. 

Also when you take this ability you gain a D10 for your shield damage instead of a D8. At 15th Level your shield damage goes to 1D12 instead of 1d10. 

Shield Defender

As a Action, you can enter a strong defensive stance, this stance allows the following affects 

  • You gain a +2 AC till the beginning of your next turn
  • You may take Multiple Opportunity Attacks equal to your CON Modifier, if you have sentinel feat you may benefit from it each time, till the beginning of your next turn

Shield Master

You now gain the full benefit for the AC rating of both shields. Instead of gain an additional +1.

Shield Wall

You can now create a pseudo barrier between you and ranged attacks, as an action you can go into a defensive stance that allows you protect you and up to a 15 foot cone behind you from ranged attacks. Meaning that you and anyone behind you in the cone of affect gain Three Quarters Cover.

Unstoppable

Starting at 7th Level, the fighter can now rush his opponents in a charge forcing them to move in any direction he sees fit.  You must have moved at least 15 foot for this ability to work, for every 5 feet you move before contact you can push an additional 5 feet. So moving 30 feet allows you to push someone 15 feet. For every target you touch you lose 5 feet of pushing, although you can still move through enemy lines only momentarily pushing a target aside. Regardless of whether you push a target or just move through a target you start with 1D6 of Bludgeoning damage per a Strength Modifier, you can spend all damage dice on one person or you can split the dice among X amount of them. If you are pushing the target backwards more than 5 feet than the target gains a Strength Saving throw to be pushed to the side. 

At 11th Level and 16th Level you gain 1 Bonus Die. 

Harden Shields

Starting at 10th level, you can now learn how to use your shields in such a way that you are more protected and more deadly. You now gain resistance to all form of physical damage; Piercing, Slashing, and Bludgeoning. In addition the damage on your shield attacks increases to a D8 instead of a D6. 

Tower Defense

Starting at 15th level, you can now use Tower shields with your Dual Shields, and you have become a near master at using your shields in combat. When you are a target of a melee attack that hits you, you may use your Reaction, and make a strike back on them before the damage is rolled, if you hit any damage you deal to the attacker decreases from the damage they deal to you. If you are using Tower shields, they must roll a CON save Vs your Save DC, if they fail the attack deals no damage to you. 

You can now, while using a tower shield, also use all Techniques, minus  

  • Shield Bash
  • Balanced Shield 

Defense of the Ancients

Starting at 18th level, the fighter can now animate his shields for a short period of time, as an action. The shields become sentient and follow and act on the fighters turn. Many Shield Bearers by this time carry many smaller shields and larger shields, any shield the fighter has on them is affected by this. The shields stay animated for rounds Equal to the Constitution modifier of the fighter. The fighter can use the following commands as an bonus action. The Fighter as a reaction can call for a shield so he may attack also, but can only make one attack regardless of how many he has. 

  • Shield Onslaught: Each shield attacks one target of the fighters choosing, each shield uses the fighters strength Modifier to hit with, and rolls 1D10 for damage.  
  • Sphere of shields: The shields fly around the fighter in a 10 foot sphere, all damage that comes from a source of a to hit roll is reduced to 0, unless it is a critical than the damage is halved. The Fighter may not attack at all this turn. 
  • Point Defense Grid: Till the beginning of your next turn all allies with in 15 feet of the fighter gain a +3 circumstance bonus to their AC, this stacks with additional affects such as Shield and other reaction spells that increase AC 

Previous Versions

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11/4/2018 12:02:02 AM
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