Base Class: Fighter
A man wields 2 shields, one in each hand, he knows he may die today, but for him, it's what he's used to. He WILL lay his life on the line, he IS a stalwart protector.
Interpose
Starting at 3rd level, Once per turn, whenever an ally you can see within 20ft gets hit by an attack roll, as a reaction, you may add one of your shield's AC to that allies AC until the start of your next turn. If the attack still hits, you take half of the total damage.
The amount of people you can interpose increases to 2 at 7th level and 3 at 17th level.
You can use this ability a number of times equal to your constitution modifier (a minimum of once), and you regain all expended uses when you finish a long rest.
Protector's Bulwark
Starting at 7th level, As a bonus action, you may gain temporary hit points equal to half your fighter level + your constitution modifier + your proficiency bonus, which last until you are moved in any way.
While you have these temporary hit points you have resistance to all damage and a +2 bonus to AC.
You can use this ability a number of times equal to your (constitution modifier + 1), and you regain all expended uses when you finish a long rest.
Stalwart Protector Training
Starting at 3rd Level, Stalwart Protectors forsake typical martial training, losing proficiency with ALL weapon types. However, rigorous training with shields give stalwart protectors a unique way to both attack and defend.
Stalwart Protectors may wield 2 shields, adding the AC bonus of each. The Stalwart Protector may attack with their shields. The Damage dice for these attacks are 1d6 + Strength Modifier, and they increase to 1d8 at level 10 and 1d10 at level 15.
Stalwart Protectors may make a bonus action attack with their other shield as If they were using the Two Weapon Fighting feature, regardless of the shield's weight, at a -3 penalty.
Vigorous Training
Stalwart Protectors train their bodies day in and day out to protect others. Your sheer presence inspires others.
Starting at 10th level, whenever you use interpose on an ally, they gain the AC of both of your shields, instead of just one.
Additionally, interpose causes allies to gain a bonus to saving throws equal to the AC of both of your shields until the start of your next turn.
Gain +2 to constitution (up to a max of 22)
Improved Interpose
Starting at 15th level, you react more swiftly with your shields.
Whenever you use interpose on an ally, they take no damage (you still take half of the damage).
Additionally, your interpose range increases to 30ft.
Mental Fortress
Starting at 18th level, you learn to hyperfocus on the task at hand.
Whenever you fail a saving throw or are affected by any negative mental effects, you may succeed the saving throw or remove the effect immediately. If it is a mental effect, you are immune to it for 1 minute or until the end of combat.
You may use this ability without repercussion once per long rest, and every additional use inflicts 1 level of exhaustion upon yourself.
Previous Versions
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