Fighter
Base Class: Fighter

In the hands of a competent warrior, a shield often proves the difference between life and death.

Wielded by a shield master, the shield becomes the ultimate form of both defense and offense. With shield on arm and weapon in hand, this highly trained fighter alternates between striking their foes and blocking attacks. They weave in and out of combat, their shield an extension of their will and strength. The shield acts like a wall one moment, turning aside blows and trapping weapons, only to become a hammer in the next moment, slamming into foes like a battering ram.

This archetype shares elements in common with the Battle Master, including the use of Armament dice and special maneuvers.

 

Shield Maneuvers

At 3rd level when you select this archetype, you learn special shield maneuvers powered by armament dice.

You gain your choice of three maneuvers, described below. These maneuvers take full advantage of the shield as both a tool of defense as well as offense. You can only use one maneuver per round.

You gain two more maneuvers of your choice at 7th, 10th, and 15th level. Each time, you can also replace one maneuver you know with a different maneuver.

Armament Dice. You have four d8 armament dice. An armament die is expended when you use it. You regain all spent armament dice following a short or long rest.

Saving Throws. If one of these maneuvers calls for a saving throw to resist the effects, use the following calculation to determine the saving throw DC: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Shield Bash

Starting at 3rd level, you can make a shield bash attack as a bonus action as if you were attacking with your off- hand. This attack deals 1d4 points of damage plus your Strength modifier. You do not need to wield a light weapon in your main hand.

Armorer

When you reach 3rd level, you gain proficiency with artisan’s (smith) tools. In addition, when repairing or fashioning a shield or piece of armor, add half your proficiency bonus (round up) to your skill check.

Defensive Posture

Beginning at 7th level, as a bonus action you can select one opponent you can see. Your shield’s armor bonus improves by +1 against that opponent’s weapon attacks. You must spend a bonus action each round to gain this benefit, or to apply it to a different opponent.

In addition, when you make a shield bash attack with your off-hand, add your Strength modifier to the damage.

Relentless

At 15th level, when you roll for initiative and have no armament dice left, you regain 1 armament die.

Damage Deflection

At 18th level, as a reaction you can reduce the amount of bludgeoning, piercing, or slashing damage you suffer from an attack by an amount equal to your shield’s AC bonus plus your proficiency bonus.

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