Rogue
Base Class: Rogue

Only a special few rogues will one day realize that a shield is just as versatile as they are. It can crack skulls, catch blades and even makes a fairly comfortable chair. Fewer still decide to take this to it's extreme conclusion, deciding to use nothing except for their trusty targe. Wielding a board with no sword, the bulwark burglar will dash, bash and stash their way through their adventures. 

 
 

The Best Offense

You have learned the true potential of a shield. You can now cast your weapon aside, you wont be needing it anymore.

Starting when you choose this archetype at 3rd level, you gain proficiency with shields.

You gain the following benefits while wielding a shield and no weapon:

  • Your shield is a one handed, finesse weapon with which you are proficient. It deals 1d6 bludgeoning damage. Add the shields AC bonus to the damage roll.
  • You can add your shields AC bonus to any stealth check you make.
  • When a creature makes an attack roll against you and misses by less than your shields AC bonus, you can make an opportunity attack against them.
  • When landing a critical hit or a sneak attack with your shield, the targeted creature has disadvantage on the first attack it makes before the end of its next turn.
 

A Good Defense

You can now use your swiftness and your shield in tandem to aptly deflect attacks.

Starting at 3rd level, after seeing the result of an attack roll targeting you, you can use your reaction to double your shields AC bonus for the duration of the attack.

You can use this feature a number of times equal to your proficiency bonus between each long rest.

Flying Fence

That shield you've got there seems quite aerodynamic. Hmmmmm...

Starting at 9th level, your shield now has the thrown property and a range of 20/40. When throwing your shield, add its AC bonus to the attack roll. So long as your attack hits when throwing your shield, it bounces back into your hands. Otherwise, it lands 5 feet from your target.

Additionally, you can vault off of your shield, doubling high and long jump distances so long as you're wielding one.

Swift Safeguard

You've become so honed with your shield that you can defend yourself from harm without expending a thought.

Starting at 13th level, while wielding a shield, whenever you use your cunning action, you also gain temporary hit points. The number of temporary hit points is equal to your proficiency bonus + twice your shields AC bonus.

Additionally, you can add your shields AC to any dexterity saving throw.

Bouncing Bandit

Starting at 17th level, you now have one Extra Attack when making a melee attack with your shield. This does not stack with other sources of Extra Attack.

When Making a ranged attack with your shield, so long as you hit your target, you may choose another creature within 20 feet of the original target. Your shield will bounce from the first creature to the second, make a ranged attack against the second creature. So long as this attack also hits, your shield will bounce back into your hands. Otherwise, it lands 5 feet from the second creature.

Additionally, after a melee attack roll against you resolves, you can choose to be launched away by the attack. With no action required, you are pushed 5 feet for every size category above small your attacker is.

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