Base Class: Fighter
This archetype has learned to utilize shielded combat in a multitude of ways. Much like their main-hand weapon, a shield has become a part of their being. By training with shields they have learned more ways to strike back at their foes while protecting those they choose. All of their abilities and features require a shield to be equipped in order to use them.
Shielded Combat
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called shield dice.
Shield Skills. You learn three maneuvers of your choice, which are detailed under “Skills” below. Many Shield Skills enhance an attack in some way. You can use only one Shield Skill per attack.
You learn two additional skills of your choice at 7th, 10th, and 15th level. Each time you learn new skills, you can also replace one skill you know with a different one.
Shield Dice. You have four shield dice, which are d8s. A shield die is expended when you use it. You regain all of your expended shield dice when you finish a short or long rest.
You gain another shield 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 Constitution modifier
Defensive Attacks
At 3rd level, when a shield is equipped. You may use your shield as an off-hand weapon dealing damage equal to your shield dice on a successful hit.
Shield Skills
The skills are presented in alphabetical order.
Elemental Shield
When you, or a creature or player next to you, must make a saving throw vs an Area of Effect melee, magic, or breath attack. You may expend a shield die and add the total to the saving throw.
Enraged Shout
When you hit a creature with a weapon attack, you can expend one shield die to attempt to frighten the target. You add the shield 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.
Guarded Attack
When making a melee attack, you may expend a shield die and add the roll to your total AC against the next attack against you within the combat round.
Lunging Attack
When you make a melee weapon attack on your turn, you can expend one shield die to increase your reach for that attack by 5 feet. If you hit, you add the shield die to the attack’s damage roll.
Pushing Attack
When you hit a creature with a weapon attack, you can expend one shield die to attempt to drive the target back. You add the shield 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.
Shield Bash
When you hit a creature with a weapon or shield attack, you can expend one shield die to attempt to disarm the target, forcing it to drop its main hand item. You add the shield 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.
Shield Savior
When you or a creature you can see within 10 feet of you is hit by a critical hit, you may use your reaction to expend one shield die and cancel the effect of the critical hit.
The attack will still hit. But any additional effects from it being a critical hit will not apply.
Shield Throw
As an attack action, you may expend a shield die to throw your shield at a target equal to your Strength modifier times 5 feet away from you. Damage dealt equals the roll of your shield die.
Shield Wall
As a reaction, you may expend a shield die and add the total to the AC of a creature or player within 5 feet of you. Cannot target self. If the player or creature is also wielding a shield, this ability will also apply to you.
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.
Shield Skin
Starting at 7th level, the benefits of wielding a shield now grant you a +1 bonus to your AC and attacks made with your shield. In addition to granting +1 to all shield die rolls.
Improved Combat Superiority
At 10th level, your shield dice turn into d10s. At 18th level, they turn into d12s.
Fighting Spirit
Starting at 15th level, when an attack that would normally reduce you to 0 hit points lands, you do not become unconscious, but instead regain 1 hit point and make a single melee attack against your attacker if they are within range. This may only occur once per long rest.
Improved Combat Superiority
At 18th level, your shield dice turn into d12s.
Previous Versions
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Coming Soon
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