Shieldman (5e Subclass)
From D&D Wiki
The Shieldman is a fighter subclass that focuses on fighting with shields. Those who carry shields are known to have the ability to resist most damage as if it was nothing, and defend others against what is coming from both close and afar. Today a shieldman is the heavy front line infantry for any army. Due to them being heavy infantry they are usually composed entirely of warriors armed with shields, swords, spears, pikes, or similar weapons.
- Quick Build
You can make a Shieldman fighter quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. (Most Shieldman fighters focus on wielding swords, spears, or maces with their shields) Second, choose the Soldier background.
Beginning at 3rd level, you can use your reaction to add your proficiency bonus to your AC against melee or ranged weapon attacks, and any ally within 5 ft. of you can't be targeted by melee or ranged weapon attacks. You must be wielding a shield to gain this benefit.
Beginning at 7th level, you can hit a creature with your shield as a melee weapon attack using a bonus action. The shield deals bludgeoning damage equal to (the shield AC x d4). On a hit, if the target is one size larger than you or smaller, it must make a Strength saving throw, with a DC equal to (8 + your Strength modifier + your proficiency bonus). On a failed save, the target is knocked prone. You must be wielding a shield to gain this benefit.
Beginning at 10th level, every ally that is within 5 ft. of you that is wielding a shield gives you +1 to AC, this stacks up to +3 additional AC. This additional AC does not stack with Defensive Reflex. You must be wielding a shield to gain this benefit.
At 13th level, you can stack this ability with the AC given by Defensive Reflex when being targeted by a melee or ranged weapon attack.
Beginning at 15th level, you can charge at an enemy with full force. When you use your Shield Bash ability, you can move up to half your speed before making the attack. If the target fails their save, you can push it back 5 ft. in addition to knocking it prone. You must be wielding a shield to gain this benefit. You can use this feature the amount of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest.
Beginning at 18th level, you can gain the following features for 1 minute:
- You gain the benefit of Defensive Reflex at all times.
- Your shield has the light, finesse, thrown, & returning properties.
- When you hit with a thrown weapon attack with your shield against a target one size larger than you or smaller, it must make a Dex save or become stunned until the beginning of your next turn. (DC = 10 + your Dex or Str mod (your choice) + your Proficiency)
- You gain advantage on Strength, Dexterity, and Constitution saving throws.
- If you drop to 0 HP or less, you can choose to drop to 1 HP instead, this ends the Final Stand ability.
You cannot use this ability again until after a long rest. You must be wielding a shield to gain this benefit.