Fighter
Base Class: Fighter

Those who focus their time and energy on mastering the shield often find themselves defending the key members of armies or defending the masses in riots, some even as escorts of important merchandise or nobles. They use their shields as both a weapon and a wall, as defense and offense.

Shield Expert

At 3rd level your training in shields has given a mastery of all types of shields, where most people would use each shield the same, you use their unique features to your advantage. When you get a new shield you can choose to use it as normal or use it as one of the types found on the shield types table (the DM determines the proper shield type). Additionally for every shield you wield beyond the first instead of gaining its normal AC bonus you instead gain a +1 bonus to AC.

Special Shields

Kite shield. While wielding this shield you can use your reaction to gain a +2 bonus to dexterity saving throws.

Polearm Shield. While wielding this shield you can choose a willing creature with 10 ft. of you as a bonus action. That creature gains a +3 bonus to AC. The bonus ends when the creature is more than 10 ft. from you or you choose another creature.

Tower shield. While wielding this shield you can choose a willing creature with 5 feet of you as a bonus action. That creature gains a +2 bonus to AC. The bonus ends when the creature is more than 5 ft. from you or you choose another creature.

Shield Type
Name Damage Weight Properties
Buckler 1d6 bludgeoning 3 lb. +1 AC, light, thrown (range 20/60)
Heater shield 1d8 bludgeoning 8 lb. +2 AC, versatile (1d10)
Kite shield 1d8 bludgeoning 6 lb. +2 AC, special
Polearm shield 1d10 bludgeoning 20 lb. 2-handed, heavy, reach, special
Round shield 1d8 bludgeoning 4 lb. +2 AC, light
Tower shield 1d12 bludgeoning 20 lb.

+3 AC, heavy, special

 

Shield Warrior

Starting at 7th level if you move at least 10 ft. straight toward a target you can use your action to make a melee weapon attack with a shield that you are wielding. The attack deals an additional d6 damage for every 10 ft. you moved before attacking (maximum is equal to your proficiency bonus). The creature must make a strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be pushed 10 ft. away from you.

If a creature tries to shove you or knock you prone if you are wielding a shield that doesn't have the light property you can use your reaction to give yourself advantage on the saving throw.

Guard's Judgment

Starting at 10th level if you are hit with a melee attack or if the attack missed by 5 or less you may use your reaction to make a melee attack with a shield you are wielding against the creature that attacked you. You can use this ability a number of times equal to half your level rounded down, and you regain all expended uses after a long rest.

Additionally whenever you deal damage with a shield you may add your proficiency bonus to the damage rolled.

Adept Defender

Starting at 15th level your mastery with shields is allowing you to defend your allies to the fullest. When an ally within 10ft of you is the target of a ranged attack they can add the AC bonus from a shield that you are wielding to their AC. Additionally whenever you or a friendly creature within 10 feet of you must make a dexterity saving throw, the creature gains a bonus to the saving throw equal to the AC bonus from a shield that you are wielding.

Master Guardian

Starting at 18th level if a creature within 10ft of you is the target of an attack you can use your reaction to cause the attack to target you instead. Once you've used this feature a number of times equal to your proficiency bonus you can’t use this feature again until you finish a long rest.

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