Fighter
Base Class: Fighter

The Shieldbearer emphasises on crowd control, damage reduction and protection of allies. They will attempt to make as much use of their actions as possible, usually focused on keeping attention on them, and making sure they avoid as much damage as possible in the process.

Fighting Style

You may choose a fighting style from the following:

Defence: While you are wearing armour, you gain +1 bonus to AC.

Duelling: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Presented Defense

At 3rd level, with your shield in hand or strapped to your arm, you are prepared to meet any challenge, no matter what foes may await you.

While wielding your shield, if you are targeted by a ranged attack, and can see the attacker, you gain the benefits of half cover.

Advancing Fortress

At 7th level, you learn that the shield is not only useful for defence, but also for offence. You may use a bonus action after making an attack action with a melee weapon to bash with your shield. The shield attacks with strength plus proficiency, and if hits does 1d4+STR. If it hits, the target is pushed back 5ft.   You may also choose to move forward 5ft if the attack succeeds, even if all movement is expended. If you already have the Shield Mastery feat, the damage becomes 1d6 and is added on top of the shove.

Shield Wall

At 10th level, you may use a bonus action to hunker down, all allies standing within 5t of you will obtain half cover from all ranged attacks. If the ally is hit, you may use your reaction to intercept the hit versus your AC plus half cover.

Rampart

At 10th level, add a bonus +1 to your AC whenever wielding a shield.

Weightless Protection

At 15th level, the weight of your shield is as nothing to you now. In fact, it's almost liberating, whether held in the hand or strapped to the arm. The defence it provides and its regular use as an integral piece of your equipment allows you to pursue greater feats of bravery.

You gain +5 Feet of movement speed. The space of another creature no longer counts as Difficult Terrain, so long as they are standing on regular terrain. Difficult Terrain applies as normal. You may also use a bonus action to dash towards an ally that is not at maximum health and may occupy an unoccupied space within 5ft of the ally.

Never-ending Valor

At 18th level, you know that if you fail, your allies will have no one to shield them from the evil that assails them. Your will to fight drives you forward, able to survive any blow. If you are at half HP or less, at the beginning of each of your turns, you regain HP equal to 5+ your Consitution modifier. You do not gain this benefit if you have 0 HP, or if you are stunned.

Stalwart Rampart

At 18th level, add a bonus +1 to AC whenever wielding a shield. This stacks on top of Rampart.

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