Shieldbearer (5e Subclass)
Shieldbearer[edit]
Fighter Subclass
Shieldbearers are fighters that master the use of the shield. More than just a mere defensive tool, shieldbearers can use the shield as a secondary weapon, taking their enemies by surprise with powerful bashes, and controlling the battlefield by pushing and shoving their enemies to get into a more advantageous position.
- Martial Shield
Starting at 3rd level, your training has enabled you to efficiently use your shield. You can make the following moves using your shield:
- Shove. As a bonus action, you can take the Shove action using your shield. On a success, you cause 1d6 bludgeoning damage, in addition to the shove.
- Bash. You can use your shield to make an attack as a bonus action. On a hit, you cause 1d8 + your Strength modifier bludgeoning damage, and the target has disadvantage on the next weapon attack it makes until the start of your next turn.
- Shields Up. You raise your shield overhead, protecting you from projectiles. As a reaction after being hit by a ranged weapon attack, you can reduce the damage taken by 1d10 + your proficiency bonus + your Fighter level.
You can use your Martial Shield features a number of times equal to your Strength modifier (minimum once), and regain your uses after finishing a long rest. If you have used Action Surge, you can also take one of these actions without spending an use, until the end of your turn.
- Strict Regime
Also at 3rd level, everyday training has accustomed your body to a shields weight and form. You can Don or Doff a shield taking the "Use an Object" action, rather than an action.
- Shield Adept
At 7th level, when wearing a shield, you gain a bonus of +1 to your AC. This bonus increases to +2 at 10th level and +3 at 18th level. If your shield already grants you a bonus to your AC, this bonus is not cumulative, and you use the highest.
- Martial Poise
At 10th level you learn two stances that help you in battle: Defensive Stance and Charging Stance. Assuming a stance uses your bonus action, and lasts until the start of your next turn or until you lose concentration (as if concentrating on a spell).
- Defensive Stance. You assume a defensive stance, bracing yourself for incoming attacks. Any attack made against friendly creatures within 5 feet of you are made against you instead, and you have resistance to non-magical slashing, piercing and bludgeoning damage.
- Charging Stance. You assume a charging stance, raising your shield in front of you. Your movement speed increases by 10 feet. In addition, once per turn when you are in this stance, when you hit a creature with a melee weapon attack after moving at least 10 feet on this turn, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed 10 feet back.
- End of the Line
At 15th level you master the defensive stance,transforming it into an impenetrable line of defense. When you are in your Defensive Stance, any friendly creature within 5 feet of you (including you) take half damage from failed Dexterity saving throws, or no damage on successes.
In addition, when in your Defensive Stance, whenever you or a creature within 5 feet fail a check or saving throw against an effect that would push them, you can use your reaction to cause them to succeed instead.
- Unstoppable Onslaught
At 18th level you master the charging stance, transforming it into a formidable offence. Whenever a creature fails the saving throw against your Charging Stance, that creature also takes additional 3d6 bludgeoning damage.
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