Fighter
Base Class: Fighter

The Shieldmaiden uses her Shield not just for defensive purposes but gains the ability to throw her shield Captain America style

Improved Protection

Through years of training in the art of shield throwing you have learned to shield allies even if they are out of your reach.

When you choose this archetype at 3rd level, if you have chosen the Protection fighting style you gain the ability to use the reaction on allies up to 20 feet away from you.

In addition you gain proficient with Dexterity saving throws.

Offence is the best Defence

Starting at 3rd level, whenever you chose the Attack action on your turn you can choose to attack with your shield instead of an Attack. The Shield counts as a martial melee Weapon with the finesse and thrown properties. When thrown, it has a normal range of 30 feet and a long range of 60 feet and on a hit, it deals bludgeoning damage equal to 1d10 plus the ability modifier used for the attack roll. After hitting a target it returns to the wielders hand using the shortest path available.

 

Chain Reaction

Starting at 7th level, your cunning allows you to attack multiple targets at once. When using your Shield Throw you can choose to empower the attack. When using Shield Throw this way, you deal 1d10 additional damage and after attacking a target you can choose to target another foe within 30 feet of it before bouncing back into your hands. This can happen up to 3 times and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

This ability can be used once per Short Rest.

 

Shield Master Evasion

Starting at 10th level, your shield grants you further protection. You gain the following benefits while you are wielding a shield:

  • 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, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

 

Improved Chain Reaction

Starting at 15th level, you learn to improve your ability to attack multiple targets at once further. When you use the Chain Reaction ability you deal an additional 1d10 to each of the targets and the target has to make a Constitution Saving throw. On a failed Save the target is stunned for one round. No longer has the ability to knock targets prone.

In addition you refresh you gain an additional use of Chain reaction up to your maximum when you enter Initiative.

Effortless Protection

Starting at 18th level, your ability to protect your allies requires less effort. Whenever use the Protection Fighting Style imposing disadvantage on an attacker does not require your reaction.

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