Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Shieldsman

While others have chosen to spill the blood of their enemies, you have chosen to protect those they've terrorized. While others have chosen to wage war in the name of honor and glory, you have chosen to raise your arms in defense of those incapable of defending themselves. While others have chosen blades and bows to fight their battles, you have chosen the humble shield as your weapon of choice.

Defender's Path Beginning when you take this archetype at 3rd level, your skill with the shield is more in-depth than that of most. While carrying a shield and no other weapon or shield, you are considered proficient with it and can use it as a martial melee weapon that deals 1d8 bludgeoning damage. You also gain the ability to don and doff a shield with a bonus action. In addition, you gain the following abilities: Shield Guard. When you take the Dodge action, damage dealt by all melee or ranged weapon attacks made against you is reduced by your Constitution modifier (minimum of 1) until the start of your next turn. Shield Bash. Whenever you hit a creature with your shield, as a bonus action you can force them to succeed on a Constitution saving throw or be knocked prone. The DC is 8 + your proficiency modifier + your Strength modifier. This can only affect creatures of Medium size or smaller. Shield Throw. When you take the Attack action on your turn, you can forgo one or more attacks to make a single thrown weapon attack with your shield (Range 20/60). For each attack you forgo, you can choose an additional creature to hit with your shield as part of this attack, provided that the initial attack connected. Each additional target must be within 10 feet of the previous target. Make a separate attack roll for each creature. At the end of your turn, the thrown shield returns to your hand and is automatically donned.

Rally At 7th level, when you use your Second Wind feature, you can instead choose to embolden your allies. When you do so, each friendly creature within 30 feet of you excluding yourself gains temporary hit points equal to 1d10 + your fighter level.

Vigilant Defender At 10th level, while prowess with the shield continues to grow, using nothing but a shield does nothing to dull your unarmed skill. Your unarmed strikes now deal 1d6 bludgeoning damage. You also gain the following abilities: Taunting Attack. When you hit a creature with your shield, you can use your bonus action to force that creature's next attack roll before the end of its next turn to be at disadvantage against any creature other than you. Opening Strike. After damaging a creature with your shield on your turn, you can use your bonus action to attempt an unarmed attack against that creature. If this attack hits, the target takes additional damage equal to your Proficiency bonus, and the next attack made against them before the start of their next turn is made with advantage.

Greater Defender At 15th level, your skill with the shield is near legendary. When you take the Dodge action, you can make Strength saving throws at advantage as well. Additionally, You also gain the following abilities: Shield Bash can now affect Large creatures.

Shield Throw's range is increased to 30/120.

Standing between an ally and an attacker with your shield donned gives three-quarters cover to the ally instead of half cover.