Base Class: Fighter
Become the Iron Wall to shelter your allies.
As the Palladium, your enemies shall shatter themselves upon you. Your extensive training in the art of shield fighting allows you to not only defend those around you, but also to strike fear into the hearts of your enemies.
Level 1: Shield Training
Your journey to mastering the shield has begun. Prepare yourself for the coming trials.
Level 3: Offense and Defense
You can Don or Doff a Shield using a Bonus Action.
When equipped with a shield and are not holding any weapons, your shield is considered a Sentinel Weapon that you are proficient with.
A Sentinel Weapon is a Martial Melee weapon with the Finesse property and the Push Weapon Mastery that does 1d6 Bludgeoning damage on a hit. If your shield is enchanted with a bonus to the AC it provides, you may add that bonus to your attack and damage rolls when making your weapon attacks.
At level 10: This damage increases to 1d8
At level 18: This damage increases to 1d10
Level 3: Guardian of the Gates
While wielding a Sentinel Weapon, you can use a Bonus Action to draw the enemy's attention towards you. Choose a number of creatures up to your Proficiency Bonus within 30 ft of you. Each creature must make a Charisma Saving Throw; the DC equals 8 plus your Constitution modifier, your Proficiency Bonus, and your shield's enchantment bonus. On a failure, the creature has disadvantage on attack rolls against targets other than you until the end of your next turn.
You may use this feature twice. Regaining expended uses on a Short Rest.
At Level 7: You can use this feature three times.
At Level 15: You can use this feature four times.
Level 7: Protector
When a creature you can see within 10 ft. of you is hit by an attack while you are wielding a Sentinel Weapon, you can use your Reaction to redirect the attack to you using the same attack and damage roll. Any effects from the attack are transferred to you regardless of the attack’s range. You may use this feature a number of times equal to your Constitution Modifier, regaining all uses on a Short Rest.
At level 15: This range increases to 20 ft.
Level 7: Ricochet
Your Sentinel Weapon gains the Thrown property (Range 20 ft./40 ft.). After being thrown, the weapon immediately returns to your hand. If you do not have a hand free, it lands at your feet.
Additionally, your Sentinel Weapon can now ricochet between enemies. Once per turn, when you hit a creature with your ranged attack, it bounces to a different creature of your choice within 10 ft. of the target. Make a ranged attack roll against the new target and make a new damage roll. Your shield cannot bounce more than a number times equal to half your Proficiency Bonus, rounded down. It also cannot bounce to the same target twice in one attack.
At level 18: The Thrown range increases to (40 ft./60 ft.) and the range the bounce increases to 20 ft.
Level 10: Combat Medic
Your continued training has led to you gaining a better understanding of field medicine.
When using your Second Wind feature while you are wielding a Sentinel Weapon, select one creature other than yourself within 10 ft of you. That creature regains hit points equal to half the amount rounded up.
At level 18: The range increases to 20 ft.
Level 15: Iron Wall
You are immune to the Frightened condition.
When using a shield that is not enchanted with a bonus to the AC it provides, it is considered enchanted with a bonus based on its rarity:
Non-Magical: +1
Uncommon: +1
Rare: +1
Very Rare: +2
Legendary or Higher: +3
You can add your shield's enchantment bonus to your Dexterity saving throws.
Level 18: Aegis
While you are wielding a Sentinel Weapon, you can conjure a ward of magical protection as an Action. This ward creates a 30 ft. Emanation which lasts up to 1 minute as long as you maintain Concentration. You and all creatures of your choice within the aura gain the following benefits:
- Cover: The creature has Half-Cover
- Evasion: If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Any creature within your aura gains Temporary Hit Points equal to your Fighter level.
This feature can be used a twice, regaining all expended uses after a Long Rest.
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