Fighter
Base Class: Fighter

The Shield Knight is a master of using shields. Believing that offense and defense needn't be mutually exclusive concepts, they have trained rigorously to make their shield not only a defensive item, but also an offensive weapon as dangerous as any sword. They use their skills to protect their allies and exert complete control over the battlefield. 

Shield Combat

Starting at 3rd level, you learn how to use your shield in an offensive manner in addition to improving its defensive capabilities. While you are wielding a shield, you can add your shield's AC bonus to any Dexterity save made against a spell or other effect that affects only you (if you aren't incapacitated). When you have no other weapons equipped, you can use your shield as a martial melee weapon and perform the Shield Bash and Shield Throw attacks.

Shield Bash. You charge into an enemy with your shield, making a melee attack against a creature and adding your Strength modifier to the attack bonus. On a successful hit, it takes 1d8 plus your Strength bonus in bludgeoning damage.

Shield Throw. You hurl your shield at an enemy, making a ranged weapon attack against a creature within 15 feet and adding your Dexterity modifier to the attack bonus. On a successful hit, it takes 1d8 plus your Dexterity bonus in bludgeoning damage. While using your shield in this way, you lose it's AC bonus and any class features or actions that require a shield until your shield returns to you. At the beginning of your next turn, your shield returns to your hand and is instantly donned. If you miss any attack roll by more than 10 or in the event of a natural 1, your shield falls to the ground and must be retrieved.

Shield Master

Starting at 7th level, you become more proficient at using your shield in combat. You gain the following actions while wielding a shield:

Shove. If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you using your shield.

Block. If you are subjected to an effect which allows you to make a Dexterity save for half damage, on a failed save you can use your reaction to take half damage, interposing you shield between you and the effect.

Shield Ricochet

Starting at 7th level, you can use your extra attacks to ricochet your thrown shield between targets. After you hit a creature or solid object with your Shield Throw attack, you can attempt to make another attack against a different creature or solid object within 15 feet of the previous target (solid stationary objects have an AC of 5). You can repeat this as many times as you have extra attacks. Your shield also now returns to your hand at the end of your turn and is instantly donned. If you miss any attack roll by more than 10 or in the event of a natural 1, your shield falls to the ground and must be retrieved.

Guardian

At 10th level, you can choose either Defense or Protection as a second option from the Fighting Style class feature. The range for Protection increases to 15 feet. In addition, your unarmed strike is increased to 1D6 plus your Strength modifier.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Protection

When a creature you can see attacks a target other than you that is within 15 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shield Charge

Starting at 15th level, you gain the ability to put your shield up and charge through the rank of your enemies. If you can move at least 20 feet in a straight line, you are able to move through all hostile or enemy creatures up to your movement speed. All creatures of large size or smaller caught directly in your path or within 5 feet of the line must succeed in a strength save DC of 8 plus your Strength bonus plus your proficiency bonus. Upon failure, creatures caught directly in your path are knocked prone and creatures within 5 feet of the line are pushed 15 feet away from the line. You can use this ability twice per short rest.

Supreme Defense

Starting at 18th level, you have mastered using your shield to protect yourself from harm. While wielding a shield, you add its AC bonus to all of your Strength, Dexterity, and Constitution saving throws. Your Block reaction now allows you to take no damage from attacks that require a Dexterity saving throw on a successful save, and half damage from all other attacks.

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