Base Class: Fighter
At third level, you find use in what most would abandon. Perfect offense in total defense.
Chuck
At 7th level shields used as weapons gain the thrown property. Shields have a range of 30/60.
Shield Bash
At 10th level you gain the ability to shove a creature 5 feet as part of your attack, and if the creature is prevented from moving they take 1d6 Bludgeoning damage. You also gain the ability to add your highest Shield AC bonus to Dexterity saving throws against a spell or harmful effect targeting only you.
Full Stop ~magic~
At 15th level you gain the ability to block spell attacks targeting only the Defender.
Return Shield
You gain the ability to use Returning as a bonus action on your shields.
The Power of Defense
The ability to use shields as a weapon causing 1d6+STR/CON mod. This damage die increases to 1d8 at 10th and 1d10 at 18th. At this point shields as weapons do not have the thrown property.
Full Stop
The Defender may roll against any weapon attack made towards them. They roll 1d20 + proficiency + con mod, if the resulting roll is higher than the attack made against the Defender, they can negate the damage made by blocking the attack with a shield. You can use this feature a number of times equal to your proficiency bonus regaining all uses after a long rest.
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