Fighter
Base Class: Fighter

In the hands of a competent warrior a shield often proves the difference between life and death Wielded by a Shield Master.

Barrier Defense

As a reaction, expend a armament die. If you are caught in a damaging area effect, you receive advantage on your Dexterity saving throw. In addition, subtract the results of your armament die from any damage you sustain.

Brutal Crush

If you hit an enemy with a shield bash, expend an armament die. You inflict 1d6 plus the armament die roll plus your Strength modifier (minimum of 1) in bludgeoning damage

Shield Maneuvers

Armament Dice. You have four d8 armament
dice. An armament die is expended when you use
it. You regain all spent armament dice following a
short or long rest.
Saving Throws. If one of these maneuvers calls
for a saving throw to resist the effects, use the
following calculation to determine the saving
throw DC:
Maneuver save DC = 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice)

Defense Wall

When an attacker damages you with a ranged attack, you can use your reaction to expend one armament die to reduce the damage by the number you roll plus your shield’s Armor Class bonus, including any magical bonuses it provides.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one armament die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the armament die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Insurmountable Defense

If you don’t move during a round, you can use a bonus action to expend an armament die. Your Armor Class increases by that amount until the start of your next turn. If you move during that time, you lose this benefit.

Shield Bash

Starting at 3rd level, you can make a shield bash attack as a bonus action as if you were attacking with your off- hand. This attack deals 1d4 points of damage plus your Strength modifier. You do not need to wield a light weapon in your main hand

Armorer

When you reach 3rd level, you gain proficiency with artisan’s (smith) tools. In addition, when repairing or fashioning a shield or piece of armor, add half your proficiency bonus (round up) to your skill check.

Improved Protection

Also at 3rd level, if you chose the Protection fighting style, the way it functions changes. As a reaction, you can force the attacker to reroll one weapon attack that hits an ally adjacent to you. If you do not choose the Protection style, this has no additional effect.

Defensive Posture

Beginning at 7th level, as a bonus action you can select one opponent you can see. Your shield’s armor bonus improves by +1 against that opponent’s weapon attacks. You must spend a bonus action each round to gain this benefit, or to apply it to a different opponent. In addition, when you make a shield bash attack with your off-hand, add your Strength modifier to the damage.

Improved Combat Superiority

When you reach 10th level, your armament dice turn into d10s. At 18th level, they turn into d12s. In addition, whenever you hit with a shield bash attack, add your shield’s Armor Class bonus to the damage inflicted.

Relentless

At 15th level, when you roll for initiative and have no armament dice left, you regain 1 armament die

Damage Deflection

At 18th level, as a reaction you can reduce the amount of bludgeoning, piercing, or slashing damage you suffer from an attack by an amount equal to your shield’s AC bonus plus your proficiency bonus.

Shield Master Image

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