Fighter
Base Class: Fighter

Shield guardians have learn't to get the most possible power out of a shield possible. Shield guardians should embody the philosophy of the shied, defending the innocent whenever they are in danger and fighting injustice whenever they see it. Shield guardians are usually lawful good. 

Shield Proficiency

Starting when you choose this archetype at 3rd level, you gain proficiency with all shields.

Valiant Assistance

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Shield Offensive

Starting at 3rd level you use shields not just for protection but also for offence

  • While you are wielding a shield, it is considered as a light one-handed melee weapon with which you are proficient with, allowing you to make attacks with it just as you could any other weapon. When you attack with your shield, it deals bludgeoning damage equal to 1d4 + your Strength modifier, but the AC bonus it provides is reduced by 1 until the start of your next turn. Alternatively, when you attack with it, you can instead use the attack to shove a creature within 5 feet, adding the shield's full AC bonus to the Strength (Athletics) contest.
  • While you are wielding a shield, and if you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage and you are wielding a shield, you can use your reaction to take no damage if you succeed on the saving throw by interposing your shield between yourself and the source of the effect.

Starting at 7th level, your shield is also considered as a thrown weapon with which you are proficient in, with a range of 20-60ft. using your strength modifier + your proficiency bonus to attack. When thrown you lose you shield's AC Bonus until the start of your next turn.

Starting at 15th level, You no longer lose any of your shield's AC bonus when you use it for an attack.

 

Shield Bound

Starting at 7th level you can bind shields to yourself

Bind. As an action, you touch a shield in your possession and bind it to yourself indefinitely. If the . shield is already bound to you, you may instead unbind it. You may only have one shield bound at any given time. A bound shield may not be bound anyone other than you unless you die, you remove this binding, or the shield is damaged beyond use.

Call. As a bonus action, you call a bound shield you have to one of your free hands, at your feet, or in any unoccupied space within 5 feet. A bound shield can be called from up to 60 ft. away as long as it is on the same plane as you. 

Throwing Weapon Master

Starting at 10th level you have mastered the art of throwing weapons. You gain the following benefits when you are wielding a weapon with the thrown property:

  • When you make a ranged weapon attack by throwing the weapon, the attack's normal range is increased by 10 feet, and the long range is increased by 20 feet.
  • As long as you are not deafened, being blinded does not impose disadvantage on your ranged attack rolls by throwing the weapon against the target within your weapon's normal range.

Ricochet

Starting at 15th level, when you successfully hit a target at range with a sheilds, the target suffers the attack’s normal effects, and shield ricochets from the target to a different creature of your choice that you can see within 15 feet of it. The second creature takes bludgeoning damage damage equal to half the damage of the original attack. 

Hard Hitter

At starting at 18th level, your shield attacks score a critical hit on a roll of 19-20. When you roll a 20, you and all allies within 15ft. you receive a point of inspiration 

Heroic Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a Shield, the target additionally suffers half of the damage from the attack at the end of its next turn.

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