Shield Master
A Warrior Archetype that fights with the shield, with a bonus-action shield bash, Dexterity-save protection, a brace that covers nearby allies and an immovable capstone.
Identity
Shield Masters fight with the shield as the main instrument and a weapon as the accessory. The discipline uses the shield to open the enemy up, close an angle, and make a corner of the field cost more to enter than it is worth. The schools that teach it are often attached to someone worth guarding, so Shield Masters and Sentinels train in the same halls and argue about which of them is the specialist.
Features
- L3 Shield Bash
While you wield a shield, you can make a shield bash as a bonus action after you take the Attack action. The bash deals 1d6 bludgeoning damage plus your Strength modifier. On a hit you can either push the target 5 feet or, if it is no more than one size rung larger than you, knock it Prone.
- L7 Cover
While you wield a shield, you add the shield's Armor Class bonus to Dexterity saving throws against effects that target only you. If you succeed on a Dexterity saving throw against an effect that deals half damage on a success, you take no damage instead. While you are conscious, an ally within 5 feet of you has half cover.
- L11 Brace
As a bonus action, you can brace. Until the start of your next turn, your speed is 0, and you and every ally within 5 feet of you have three-quarters cover against ranged attacks. While you are braced, when a creature within 5 feet of you is hit by a ranged attack, you can use your reaction to reduce that damage by twice your proficiency bonus.
- L15 Shield Wall
When you hit a creature with a shield bash as an opportunity attack, its speed becomes 0 for the rest of its turn. You also have resistance to bludgeoning, piercing, and slashing damage from ranged weapon attacks while you wield a shield.
- L18 Immovable Capstone
Once per long rest, as a bonus action, you plant yourself in place for 1 minute. For the duration, your speed is 0 and cannot be changed by any effect, you cannot be moved, knocked Prone or teleported against your will, you have resistance to all damage, and every ally within 10 feet of you has advantage on saving throws. You can end the effect as a free action, and it ends early if you are moved by an effect you allow.