Fighter
Base Class: Fighter

Steadfast Guardians utilize a unique form of fighting. Rather than relying on typical weapons or the casting of spells, they primarily fight with just their shield. Steadfast Guardians interpose themselves between the opponent and their allies, serving as a bulwark to protect those important to them.

The Steadfast Guardian is a defensive fighter subclass who relies on their shield to goad even the greatest of enemies and most importantly, protect their allies. Despite their defensive appearance, Steadfast Guardians can still be an overwhelming offensive force that packs a mighty punch.

Shield Bash

Starting when you choose this archetype at 3rd level, you gain the ability to weaponize your shield, allowing you to add your proficiency bonus to attacks made with the shield (The modifier to hit is your your proficiency bonus + your STR/DEX modifier (choose one)).

The shield counts as a versatile weapon. When wielding a shield with 1 hand, you may use your bonus action to make an off-hand attack with it dealing 1d4 bludgeoning (when using the shield as a two-handed weapon, the attack die is the same as your "Shield Bash" die).

Whenever you take the attack action, you may forgo your normal weapon attack and instead use your shield to deal combat damage, bashing your opponent. Your shield bash deals 1d6 bludgeoning damage at level 3. This die changes as you gain fighter levels. 

(When you reach 10th level as a fighter, the damage die becomes 1d8. When you reach 18th level as a fighter, the damage die becomes 1d10.)

Valiant Bulwark

When you choose this archetype at 3rd level, you gain unique abilities to protect those around you whilst disabling enemies that stand before you.

Tenacious Tactics. You learn two combat tactics of your choice, which are detailed under “Tenacious Tactics” below. Many tactics protect your allies in some way. Each use of a Tenacious Tactic requiring the Shield Bash attack must be declared before the attack roll is made. You can use only one Tenacious Tactic per attack.

You learn an additional tactic of your choice at 7th, 10th and 15th level. Each time you learn a new tactic, you can also replace one tenacious tactic you know with a different one.

Valor. You gain a number of valor points equal to your Proficiency Bonus (at 7th level, you gain double your proficiency bonus). You regain 1 expended valor point each time you roll a 20 on the d20 roll for an attack with your Shield Bash ability, or deal a killing blow with your Shield Bash ability to a creature of significant threat (DM’s discretion). You regain all expended valor points after a short or long rest.

Saving Throws. Some of your tenacious tactics require your targets to make a saving throw to resist the tactic's effects. The saving throw DC is calculated as follows:

   Tenacious Tactic save DC = 8 + your proficiency bonus + your Constitution modifier

Proficient Valor

When you reach 7th level in this class, the total amount of valor points you can use are equal to 2x your proficiency bonus.

Improved Shield Bash

Starting at 10th level, your Shield Bash attack now deals 1d8 (instead of 1d6) bludgeoning.

Controlled Stance

Starting at 15th level, you've mastered the proper focus and footwork required in combat allowing you perfectly control your center of gravity to your favor.

As an action, for up to one minute, you can enter an unwavering stance, gaining the following effects:

  • You have advantage on any saving throw that would try to move you against your will (such as the spells thunderwave and  telekinesis).
  • You have advantage on any contested check that would try to move you against your will (such as being shoved).
  • You have advantage on all checks that cause the prone condition.
  • You become immune to the grappled condition.

Your Controlled Stance ability lasts for 1 minute. It ends early if you are knocked unconscious. You can also end this stance on your turn as a free action. Once you use this feature, you can’t use it again until you finish a long rest.

Improved Shield Bash

Starting at 18th level, your Shield Bash attack now deals 1d10 (instead of 1d8) bludgeoning.

Eternal Protector

At 18th level, your tenacity and courage to stand your ground in combat is inspirational to those around you. When you use your Controlled Stance feature, all friendly creatures within 10 feet of you (10 foot radius) gain the following benefits:

  • Advantage on any saying throws that would cause them to be frightened.
  • Advantage on any saying throws that would cause them to be charmed.
  • Any abilities from your Tenacious Tactics feature requiring you to be within 5 feet of a target temporarily become 10 feet.

 

Tenacious Tactics

These abilities are learned (in order) at levels 3, 7, 10 and 15

Crippling Bash

When you make a Shield Bash attack against a creature, you can expend 1 valor point to reduce the speed of that creature by 10 feet until the start of your next turn.

Dazing Bash

When you make a Shield Bash attack against a creature, you can expend 3 valor points to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or lose it's reaction (if available) and have disadvantage on ability checks and Dexterity saving throws until the start of your next turn.

Distracting Bash

When you make a Shield Bash attack against a creature, you can expend 1 valor point to distract the creature, giving your allies an opening. The next attack roll against that creature by an attacker other than you has advantage if the attack is made before the start of your next turn.

Goading Guardian

When you make a Shield Bash attack against a creature, you can expend 2 valor points to attempt to goad the target into attacking you. The creature must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Guardian's Armor

Using your bonus action, you can expend 1 valor point to shield a creature within 5 feet of you, granting a temporary boost to the creature's AC. If the willing creature is no more than 1 size larger than you and is not wielding a shield, they gain your shield's AC bonus to their Armor Class until the start of your next turn. They lose the bonus if they move more than 5 feet away from you.
This ability also works alongside the Protection Fighting Style.

Guardian's Endurance

Whenever you use your Second Wind feature, you may expend 2 valor points to gain resistance to all Bludgeoning, Piercing, and Slashing from Nonmagical Weapons until the end of your next turn.

Liberating Leap

When a creature within 5 feet of you is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage,  if the creature is willing, you can use your reaction and spend 3 valor points to switch positions with that creature, interposing yourself between the creature and the source of the effect. If you do so, you make the Dexterity saving throw instead. If you succeed on the saving throw, you take half damage, and the creature you switched with takes no damage. On a failed save, you take full damage, and the creature you switched with takes half damage.

Reactive Bash

When a creature misses you with a melee attack, you can use your reaction and expend 1 valor point to make a Shield Bash attack against it.

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