Fighter
Base Class: Fighter

The archetypal warrior bears a sword, shield, and armor—the sword (or other weapon) attacks while armor passively protects. But the uses of a shield are manifold: to parry a blow, to block a projectile, to form a defensive wall with fellow warriors, to protect your comrades, and even to shove or bash a foe. In real-world and fantasy cultures alike, shields also serve symbolic and ceremonial purposes: a coat of arms, a battle standard, or an indication of status as a warrior. They represent both individual resolve to defend something beloved and communal unity against a looming threat. This article presents the Shieldbearer—a new martial archetype for fighters—as well as a shield-bearing retainer, magical and nonmagical shields, and rules tips related to these mechanics.

Disclaimer:
This subclass was created by Hannah Rose for Issue 20 of Arcadia by MCDM. I do not create of own this subclass, i merely adapted it to be used on DnDBeyond.

Shieldbash

You strike your enemies with your shield as easily as any blade. You can use your shield as a simple melee weapon that deals bludgeoning damage equal to 1d8 + your Strength modifier on a hit. You can don or doff your shield on your turn without taking an action to do so. Your shield's damage die increases to 1d10 at 7th level, and 1d12 at 15th level.

Counterstrike

While a foe is distracted by their own attack, you can deal a mighty blow. When a creature within 5 feet of you attacks you or one of your allies, you can use your reaction to make a melee attack against them with your shield. On a hit, the attack deals one extra die of damage and the target has disadvantage on the next attack roll they make before the end of their next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all uses when you finish a long rest.

Shield Toss

You learn to hurl a shield with exceptional might and precision. For you, a shield is a weapon with the thrown property with a normal range of 30 feet and a long range of 60 feet. On a hit, it deals the same damage as a melee attack using your Shieldbash feature. If you roll a 20 on this ranged attack roll, the target is stunned until the end of their next turn. If the attack hits and you can make another attack this turn, you can use your next attack to bounce the shield off the first target and target another foe you can see within 10 feet of the original target, making another ranged attack roll to determine if it hits. You can bounce the shield more than once if each attack hits and you have attacks remaining on this turn. At the end of the turn, your shield returns to you. You can catch it if you have a free hand; otherwise, it lands at your feet.

Safeguard

Following the rhythm of combat, you elegantly interweave offense and defense. When you take the Dodge action while wielding a shield, you can make a melee attack (no action required), then choose one creature within 5 feet of you to protect. Until the start of your next turn, any attack roll made by a creature you can see against the protected creature has disadvantage. The benefit ends early if you are incapacitated or if you are more than 5 feet away from the protected creature.

Improved Counterstrike

The extra damage from your Counterstrike feature increases to two extra damage dice, instead of one. Additionally, when you hit a creature with your Counterstrike feature, they have disadvantage on all attack rolls (not just one) until the end of their next turn.

Aegis of the Brave

Your mighty attacks control the battlefield and smash aside your foes’ defenses. Once on each of your turns when you hit a creature with your shield, you can force them to make a Strength saving throw against DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, you choose one of the following effects:

• If the target is Large or smaller, they are shoved up to 10 feet away from you.
• The target drops one item of your choice that they’re holding, which lands at their feet.
• The next attack against the target before the start of your next turn has advantage.

In addition, thanks to your practiced reflexes, ranged weapon attacks against you have disadvantage while you are wielding a shield.

Stalwart guardian

You’ve tempered your skills in the heat of battle and emerged victorious. When you use your Safeguard feature to take the Dodge action, you can make up to two melee attacks as part of that action (instead of one). Moreover, when you hit a creature with your Counterstrike feature, they must succeed on a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your strength modifier or be stunned until the start of their next turn.

Comments

Posts Quoted:
Reply
Clear All Quotes