Base Class: Fighter
This subclass was created for use with Warforged races.
Instead of being an instrument of destruction, you have been chosen to protect allies. A Shield Defender typically protects ranged allies but have been known to be used in close combat parties. Your primary directive is to protect and you will go out of your way to comply with that directive. To accommodate this mindset, you have been outfitted with shields on each arm that change shape for the needed situation.
Combat Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Maneuvers
The maneuvers are presented in alphabetical order.
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority 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.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Evasive Footwork
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Menacing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Parry
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Precision Attack
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Rally
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
Riposte
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.
Sweeping Attack
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
Trip Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Arcanomechanical Shielding
At 3rd level, your forearms have been integrated with two bracers that allow you to equip any two shields even if they are magical. You are able to manipulate the shape of the shields into various forms and use them for combat.
With Arcanomechanical Shielding, you have the following:
- When you roll initiative, you may choose what form your shields take.
- As a bonus action on your turn, you can transform your shields back into their normal form. On the following turn, you can use a bonus action to change into a different form.
- For any weapon attack roll with a shield, add your Strength modifier + your proficiency bonus.
- When in use, the shields occupy both hands and you are unable to use any other weapons or items.
- When not in use, the shields reform into bracers, allowing the use of your hands.
- Your shields cannot be removed against your will.
Arcanomechanical Capacitor
At 3rd level, you have learned how to harness the passive magic in your alchemical fluids and store them in an Arcanomechanical Capacitor device in your arm. This capacitor allows the use of Magic Weapon a number of times before having to recharge from a long rest. The device maintains concentration for this spell.
You start out with one use between long rests. You can use this feature twice between long rests starting at 7th level, and three times between long rests at 10th level.
Arcanomechanical Interlocks
At 7th level, your heavy shields are modified with interlocking parts that allow you to form one massive tower shield. You learn a new defensive move called Hunker Down. While in Heavy Form, you can take a reaction to an oncoming attack to yourself or another friendly creature you can see or hear and move up to half your speed without provoking opportunity attacks. You interlock your shields and plant it into the ground, giving you the following:
- Three-quarters cover and anything 10ft behind you full cover.
- If you moved into a projectile attack's path, you are now the new target.
- Your movement is reduced to 0ft and you cannot take any actions unless you are trying to end Hunker Down.
- To end Hunker Down, you must spend half your movement on your next turn to get up.
You can’t use this feature again until you finish a short rest.
You can use this feature twice between short rests starting at 10th level and three times between short rests starting at 15th level.
Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Arcanomechanical Reinforcement
At 15th level, your shields and outer plating have been reinforced with Adamantine metal to increase weight and resilience. The wooden fibers that make up your muscles are now denser to provide an increase in power output. Any effect that moves you by any means other than your own power (Such as the knockback effect of a Thunderwave spell) can only move you half as far and you can take a reaction to not move at all. Any rolls made to avoid being knocked prone, as well as any Athletics (STR) rolls to lift an object, are made with advantage.
Improved Combat Superiority
At 18th level, your superiority dice turn into d12s.







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