Fighter Shieldbearer

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Shieldbearer

NEW FIGHTER ARCHETYPE


Your version of the Protection fighting style has a range of
10 feet, instead of 5, provided that your speed isn’t 0. When
you use your reaction in this way, you can move up to 10 feet
Not everyone who can tell you which end of a sword to hold
to a space within 5 feet of the attacked target, which doesn’t
is a fighter: that title is reserved for the trained guards,
provoke opportunity attacks. Even if the triggering attack
valiant knights, and masterful veterans of the world, and
hits, the damage the target takes is reduced by an amount
apart from their shared expertise with weapons, armor, and
equal to 1d4 + the shield’s total bonus to AC. This damage is
combat, few two fighters are exactly the same. Fighters are
reduced by an additional d4 when you reach certain levels in
focused on the honing of their skill in combat, adapting to
this class: 7th level (2d4), 10th level (3d4), 15th level (4d4), and
the settings around them and developing new solutions to
18th level (5d4).
the challenges they face. Some choose to focus on the mas-
In addition, you gain a special reaction that you can take
tery of one particular weapon or develop keen tactical skill,
on any creature’s turn, even if you’ve already used your
whereas others rely on clever magical forces to enhance their
normal reaction, but no more than once per turn. You can
martial prowess. Beyond that, weapon and armor preference
use this special reaction only to use your Protection fighting
play a significant part in determining a fighter’s role. When
style, and you can’t use it on the same turn that you take your
you are a fighter, you’re equipped to face the world’s dangers
normal reaction. You can use this special reaction twice,
head-on.
and you regain all expended uses of it whenever you finish a
short or long rest.
SHIELDBEARER
As a shieldbearer, you are a warrior of metal and grit. You
SHIELD BASH
are a mobile fortress, dedicated to shrugging off blows and Also at 3rd level, you can use a shield you’re holding to make
defending your allies in harm’s way. You are capable of turn- melee weapon attacks. You are proficient with it, and you
ing mundane shields into powerful battering rams, and can add your Strength modifier to its attack and damage rolls. Its
single-handedly make way for your allies to turn the tide of damage is bludgeoning, and its damage die is a d6. If your
battle. shield grants you a magical bonus to AC, such as a +1 shield,
that bonus is also applied to any attack and damage roll you
IMPROVED PROTECTION make using the shield in this way.
In addition, shields have the thrown property for you
When you choose this archetype at 3rd level, you gain the (despite not being considered weapons), and they have a
Protection option from the Fighting Style class feature. If normal range of 20 feet and a long range of 60 feet. You can
you already took that option, you can instead choose a differ- also don or doff a shield using a bonus action, and if you
ent one. throw one you’re wielding in this way, you can doff it as part
of the attack.

18 The Griffon's Saddlebag


Lastly, if you’re wielding only a shield and no other weap-
ons, your shield is considered to be a weapon for you, in
addition to being armor.

BAT TERING R AM
At 7th level, you can use your shield to force your way
through any obstacle. When you make a Strength check to
break down a door or similar barrier using your shield, you
gain a bonus to the check equal to 2 + your shield’s total
bonus to AC.
In addition, when you move at least 20 feet in a straight
line toward a Large or smaller target and then immediately
hit it with an attack, that target must also make a Strength
saving throw. The DC is equal to 8 + your proficiency bonus +
your Strength or Dexterity modifier (your choice). On a failed
save, the target is knocked prone and takes 1d6 bludgeoning
damage. If the target is an object or structure, the extra blud-
geoning damage is doubled. You must be wielding a shield.

ACTIVE DEFENSE
Starting at 10th level, you can ready yourself to leap into
defensive action. Your Protection fighting style can now be
used to impose disadvantage on an attack roll made by a
creature attacking you, instead of only your allies. When an
attacker misses a target as the result of you using this Fight-
ing Style option, you can immediately make one melee attack
with your shield against the attacker as part of that reaction,
provided that the attacker is within 5 feet of you.
You can also use the special reaction from your Improved
Protection feature three times between rests, instead of
twice.

MASTER OF PROTECTION
By 15th level, your Protection fighting style has a range of 15
feet, instead of 10, and you can move up to 15 feet when using
your reaction in this way, instead of 10. You can also use the
special reaction from your Improved Protection feature four
times between rests, instead of three times.

IMPENETR ABLE TAUNT


At 18th level, you can use an action to let loose a raucous
taunt. Each hostile creature of your choice within 30 feet
of you must make a Wisdom saving throw, provided that it
can hear you. The DC is equal to 8 + your proficiency bonus
+ your Strength or Dexterity modifier (your choice). On a
failed save, a creature falls for the taunt. An affected creature
remains taunted for 1 minute or until it takes damage from a
creature other than you. A taunted creature has disadvantage
on attack rolls against targets other than you for the dura-
tion. For each creature affected by the taunt, you gain a +1
bonus to AC, up to a maximum of +5.
A taunted creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you
finish a short or long rest.

19

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