Base Class: Fighter
This subclass is a play on your standard spartan warrior: shield bash, kick, shieldwall it has all the things you see in the film '300' (not that i copied those guys, i just took the stereotype of a spartan warrior and worked it out in homebrew puts my dm's screen over my head pls dont smite me dnd gods there is no copyrighted material in this subclass)
to be serious for a second, you can make them the elite guards or warriors of your kingdom, make them amazonian warriors by flavoring them a little bit more. i tried to leave a lot to the imagination so that they can be applied in a wide range.
i hope you have fun with it and pls give me hints and tips. i can really use them ^^'
Shield Bash
Beginning when you choose this archetype at 3rd level, when you miss one of your attacks, you can make a shield bash attack dealing 1d8 damage + Strength modifier. You have the same bonus to hit as with your main weapon.
Starting at 6th level your shield bash can concuss your enemy. When you hit someone with your shield bash attack you can forfeit the damage to try to stun your opponent. If you do so, you make a strength check, the result is the DC for the Constitution check against your shield bash, if failed than the enemy gets stunned for one round.
Shield Wall
Starting at 7th level, you can use an action to lock shields with at least one more shield using creature and create a baricade and protective barrier. You gain advantage against being overrun. This protective barrier gives 3/4 protection against ranged attacks and you can move as one as a reaction at half your speed.
These-Are-The-FORGOTTEN REALMS!!!!
At 10th level, you can use your bonus action to drive back or knock prone your enemy with a powerful kick. You make an unarmed strike and if you hit you make a strength check which determines the DC for the enemies strength check. If your enemy fails you can either choose to kick them 10 feet back or knock them back 5 feet and prone.
Precise throwing
Starting at 15th level, when you miss with a ranged throwing attack, your throwable always lands no more than 10 feet behind your target, instead of flying of in the distance.
Encouraging taunt
At 18th level, you can call out to your party members and embolden them, cleansing them of fear and doubt and giving them a temporary speed and strength boost.
On your turn you can use your action to taunt the enemy and invigor your friends. All friendly creatures that can hear you in a 50 feet radius are cleansed from the frightened condition and gain a temporary +15 on their speed and advantage on their attack rolls for the following 3 turns.
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