Fighter
Base Class: Fighter

A much more tactical, defense-focused playstyle, limits your damage output but helps survivability.

Note: all levels mentioned refer to your level in the fighter class, not total level.

The Shield

When you choose this martial archetype, you loose the ability to wield martial and simple weapons, your improvised weapons (shield included) become a D6 damage + strength modifier, (D8 at 8th, D10 at 14th and D12 at 18th level in this class). Attempting to hold a weapon deals on thunder damage equal to your level to you that can't be reduced in any way and you are disarmed of that weapon. You also get -3 to damage with any magical spell that deals damage on cast (i.e. Fireball or Ray of Frost). You gain a shield that gives you +3 AC instead of the usual +2 AC for wielding a sheild (increasing by another +1 at 7th, 10th, and 15th level in this class). Your constitution max gets raised by +2, and you instantly gain +1 con. You can never loose or be disarmed of this shield by any means.

 

You can also absorb the effects of one magical shield you obtain, doing this destroys the magic item and you gain any effect if provides, however doing so will destroy the shield, and cannot be recovered in any way. If you wish to absorb the effects of a magical shield when you already have the effect of one present, you must remove all effects from the current shield and then replace them with the new shields effects, the old shield remains destroyed in the same way it was when it was absorbed. Effects do not include an AC buff such as that from a +2 shield.

Shield Forms

When you unlock this feature at 7th level, you gain the ability to turn your shield into multiple forms, granting different passive bonuses when you take a form and active bonuses when you have your shield be a specific type. You can choose 2 forms at 7th level from the basic list. You can choose another 2 options at 10th, 15th and 18th level, and unlock the advanced list at 15th. Changing the shield's form is a bonus action. Any saving throws are 8+proficiency+constitution modifier

Basic List
Leaf shield - grants proficiency on nature checks based on flora, such as trees and flowers when this shield form is active. Grants resistance to poison damage passively

Spiked Shield - grants a shield attack on a reaction when a creature doesn't hit you with a melee attack on that creature when you have this shield form active, and is within 5ft. Grants resistance to bludgeoning damage passively

Alchemical Enhancing shield - grants a +2 bonus to healing through potions that you give to creatures and counts as the alchemist's supplies for crafting purposes when you have this shield form active. Grants proficiency in Alchemist's supplies or a passive +2 if you're already proficient passively

Bulwark Shield - grants advantage to yourself and allies on dexterity saving throws when they are within 10ft when this shield form is active. Grants you proficiency in dexterity saving throws when you take this shield form as an option.

Rope Shield - Allows you as a bonus action to send out the rope to restrain an enemy within 30ft, on an athletics or acrobatics roll to beat the DC, this restrains a medium or smaller creature for 1 turn, and pulls the creature 15ft towards you this action can occur once per short rest when you have this shield form active. This shield also changes the climbing speed modifier to only a 1.5 feet per foot movement instead of the usual 2 foot as a passive alteration.

Emblazoned Shield - Allows you to make a ranged attack with your shield (30/120) when this form is active. Passively gives you the ability to cast light as an action on your shield

Dreadnaught Shield - Gives you and allies within 5ft that are behind or beside you 1/2 cover from creatures you can see (behind is determined by the creature's position and dm discretion) while this shield form is active. Passively gives you resistance to non-magical ranged attacks.

Terror Shield - Enemies need to pass a wisdom save against your DC (always have advantage) each time they make a weapon attack, otherwise the visage of the shield shifting startles them too much - aberrations are unaffected by this. This passively gives you proficiency in intimidation, or if you already have it then you gain +2 to all intimidation rolls.

Advanced List

Maw Shield - When a melee attack made against you fails, you can use your reaction to have your shield bite the weapon. This gives an athletics or acrobatics test again your DC, when the opponent wins a contest no affect occurs. If the weapon is a part of the creatures body it does your shield damage in fire, necrotic or force. If the weapon is not a part of the creature, then it is disarmed of this weapon. The weapon is taken into another dimension until the Maw shield disarms another weapon, or the shield is changed into another form. When the weapon returns it drops in a square of the player's choosing within 5ft of them.

Air Shield - allows you to create a translucent shield that's 5ftx5ft and takes up the space in between two squares (the two squares must be within 35ft) as a bonus action or reaction, the shield has an AC equal to your DC in this class and has hit points equal to your level X constitution modifier (minimum of 1) this effect requires concentration and can be used a number of times equal to your constitution modifier + Fighter level per long rest, usable when you have this shield form active. When you take this shield form option,  

Cage Shield - allows you to attempt to cage your enemies, enemies must pass a strength saving throw against your DC or become trapped in a large sphere, this effect requires concentration to hold and can last up to 2 minutes. The caged creature can attempt to use an action to escape (Strength saving throw again), and while it is caged it cannot be attacked, it's space cannot be moved into and it's movement speed is 0 and cannot be increased in any way. This passively gives you +2 on rolls to check if you can restrain or grapple a creature.

Bear Shield - While you have this shield form active, you reduce the damage you take by your fighter level divided by 3, rounded down. When you select this shield option, you gain resistance to any 3 damage types of your choosing. (You can pick this shield form - and only this form - multiple times, if you do damage reduction doesn't increase but you instead gain resistance to any 4 damage types of your choosing)

 

Unbound Anger

At 10th level when you unlock this, you gain uses of Unbound Anger equal to your constitution modifier (minimum of 1)

Unbound anger allows you to enter into a state of anger when you or one of your allies within 10ft is hit and takes damage. Entering this state requires a reaction upon the damage being taken. When in this state you get a -3 penalty to your AC, however it increases the damage you deal on each melee hit by +5, and a +1 to hit the creature that dealt the damage you reacted to. This effect lasts for 2 rounds starting in your turn, until you or the creature fall unconscious or if you cancel it in your turn as a bonus action.

When you reach 18th level you no longer receive the -3 to AC but still get the positive benefits.

Toughness

At 15th level when you unlock this feature you gain additional Hit Points equal to your level divided by 3, then plus constitution modifier.

Recovery

At 18th level when you get this, you heal Hit Points up to your maximum equal to your fighter level at the end of each of your turns, this effect stops when you fall unconscious.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2019 9:10:16 PM
152
19
1.3 Alpha
Coming Soon

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