The Shield Knight Level Proficiency Bonus Features 1st +2 Fighting Style,Defense to Offense, Defender Dice 2nd +2 Deflect Missiles, Bodyguard 3rd +2 Martial Archetype, Defender Dice Improvement 4th +2 Ability Score Improvement 5th +3 Extra Attack, Defender Dice Improvement 6th +3 Shield Bash 7th +3 Martial Archetype feature 8th +3 Ability Score Improvement 9th +4 Duty Before Death 10th +4 Defense to Offense Increase, Martial Archetype feature, Defender Dice Improvement 11th +4 Indomitable 12th +4 Ability Score Improvement 13th +5 Brace For Impact 14th +5 Additional Fighting Style 15th +5 Defense to Offense Increase, Martial Archetype feature, Defender Dice Improvement 16th +5 Ability Score Improvement 17th +6 Bolstering presence 18th +6 Martial Archetype feature, Defender Dice Increase 19th +6 Ability Score Improvement 20th +6 Inspiring Presence, Superior Protector Class Features As a Shield Knight, you gain the following class features Hit Points Hit Dice: 1d12 per linguist level

1d12 per linguist level Hit Points at 1st Level: 12 + your Constitution modifier

12 + your Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Shield knight level after 1st Proficiencies __ Armor: All armor, Shields

All armor, Shields Weapons: Simple weapons, shortswords

Simple weapons, shortswords Tools: None Saving Throws: Strength, Constitution

Strength, Constitution Skills: Choose two from Athletics(STR), History(INT), Insight(WIS), Intimidation(CHA), Perception(WIS), or Survival(WIS) Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A shield

(a) chain mail armor

(a) A dungeoneer’s pack or (b) an explorer’s pack Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. Defense: While you are wearing armor, you gain a +1 bonus to AC.

While you are wearing armor, you gain a +1 bonus to AC. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Defense to Offense The Shield Knight has trained extensively to use their shield as a weapon. They have become proficient in using shields as a one-handed weapon, so long as they have no other weapon in their off hand. Shields deal 1d6+STR Bludgeoning damage. The damage is increased to 1d8 at level 10, and then 1d10 at level 15. Defender Dice You have learned to protect others through your intense training as a Shield Knight. You are able to help others receive less damage from attacks that may prove fatal. As a bonus action, choose one creature (excluding yourself) within 10ft of you, that creature gains a d4 defender die. Once within the next minute, the creature can roll the die and add the results to their AC or reduce the damage taken by the amount shown on the die. The creature may choose to wait before deciding to use the defender die until after the attacker rolls their d20 attack die.

You gain as many defender die equal to your Strength modifier (to a minimum of 1). The defender die becomes a d6 at 3rd Level, a d8 at 5th Level, a d10 at 10th Level and a d12 at 15th level. Deflect missiles Beginning at 2nd level The Shield Knight uses their quick reflexes to deflect a missile when they are hit by a ranged attack. When hit by a ranged attack, you may use your reaction to reduce the damage by 1d10 + Dex + Shield Knight Level. This damage can be reduced to 0.

Bodyguard At 2nd level, as a reaction, you may take half of the damage an ally within 5ft would take. Resistances and vulnerabilites are applied as normal. (May not be combined with Shield Master.) Extra Attack Beginning at 5th level You may attack twice, instead of once, whenever you take the Attack action on your turn. Shield Bash Starting at 6th level, When you make an attack with your shield, they have the ability to knock large or smaller targets prone. Targets hit by one of your attacks must make a Strength saving throw or be knocked prone. DC= 8 + STR mod + Proficiency Duty before death At 9th level when you would normally fall below 0 hit points, you may instead choose to remain conscious and fighting. If you do this, any hits taken cause failed death saving throws. (one hit = one failed save) Once all three death saving throws have failed, the Shield Knight falls and dies. Healing during this time can increase your HP only to 1 HP, and then any subsequent healing will apply as normal. Once healed, you retain one failed death saving throw (should you have any). You may use this ability once every long rest. Indomitable Starting at 11th level if you fail a saving throw, you may choose to re-roll it. You are required to take the new roll, even if it is worse. You may use this ability once every long rest. Brace For Impact Beginning at 13th level while you have a shield equipped, you cannot be pushed by creatures a size category one size larger than you or smaller. Additionally, you have advantage on saving throws against being knocked prone. Bolstering presence You are a beacon of inspiration, a point to rally behind. At 17th level you may spend your action to give temporary HP equal to your Shield Knight level. You may use this ability once per long rest. Inspiring Presence At 20th level Allies within 10ft of the Shield Knight may use their bonus action to spend a hit die to heal themselves. Superior Protector Starting at 20th level if you roll for initiative with 0 remaining defender dice, you gain 2 at the start of combat. Martial Archetypes

Bastion The bastion is a stilwart defender, able to take the mightiest of blows and still remain standing. ( Work in progress) Impenetrable Wall Starting at level 3 The shield knight may duel wield shields without penalty, as well they may add the AC bonus from the additional shield to their AC. While wielding a shield on each arm, attacks of opportunity can not be taken while facing your front.

You regain all expended defender dice after a short rest. Two-Handed Shove As an action the Shield knight may make a pushing attack against a large or smaller target. that target must make a Str saving throw or be pushed back 15 ft and knocked prone Rally Behind At 7th level, you may block an area effect attack and prevent damage and effects in a 15 foot cone directly behind you as a reaction. You must choose to automatically fail the save, those behind you automatically pass their saving throws. The spell or ability must be used in a way that the Shield Knight may intercede. You may do this a number of times a day equal to your Str mod Lend Strength Starting at 10th level, you may use your reaction to give an ally within 5ft advantage on Strength saving throws and ability checks Defenders Creed You may cast Compelled Duel twice a day. Wisdom is your Spell Casting ability modifier for determining DC. (DC = 8 + prof + WIS modifier) Polished Shield Starting at level 15, If hit by a spell that requires a to hit roll, as a reaction you may reduce the damage by 1d10 + Shield Knight level. This can bring the damage caused down to 0. Hardened Armor You gain resistance to all damage While wielding a shield.