The Everguard

Shields are a great asset to fighters of many walks of life. Able to defend themselves and others from harm, the extra defense they confer to their bearer is not to be underestimated. And among fighters, the Everguard stand as masters in the use of shields for both defense, and offense. Also sometimes referred to as 'Towers' or 'Walls' they wield a shield upon each arm, often the most prominent figure upon the battlefield.

Everguard Features Fighter Level Feature 3 Shielded Combat 7 Into the Breach 10 Guardsman's Presence 15 Siege Barrier 18 Advancing Guard

Shielded Combat When you select this archetype at 3rd level, you have learned to wield shields as both defensive barriers and bludgeoning weapons. Where others would use shields as an Improvised Weapon (see PHB p.147) your proficiency with them doubles as a weapon proficiency, allowing you to add your proficiency bonus to attack rolls made using a shield and deal bludgeoning damage with them based on the table below, plus your Strength modifier. Additionally, you can wield shields in both hands. You do not gain the AC benefit for your second shield. If either shield has the Heavy property, your speed is reduced by 5 feet for each Heavy shield. If your shields meet the requirements for Two-Weapon Fighting (see PHB p.195), you may attack with your second shield as a bonus action. Shield Types Weight AC Everguard Damage Cost Stealth Light +1 1d4 5gp Normal Basic +2 1d6 10gp Normal Heavy +2 1d10 30gp Disadvantage

Into the Breach At 7th level, you have trained your body to better handle the weight and size of your shields allowing you to better maneuver through the battlefield. You can perform a charging attack with your shield. As long as you move 10 feet in a straight line before making a melee attack with your shield, you deal 1 additional damage die on a hit and the target has disadvantage to any attack roll made against any target besides you. These benefits only apply to the first attack made after moving the 10 feet.

Guardsman's Presence Starting at 10th level, your presence on the battlefield is enough to inspire courage and bolster your allies against the tides of enemies. While wielding at least one shield, you can use an action to grant creatures of your choice within 10 feet of you that can see or hear you, temporary hit points equal to the AC benefit of your shields (both, if you are wielding two) + your Fighter level. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses after a short or long rest.

Siege Barrier At 15th level, your ability to withstand the onslaught of your enemies is without equal. On your turn you can use an action to bunker down and brace yourself for incoming attacks. When you do so, your speed becomes 0 and you can't use the Attack action. If you are wielding a second shield, you gain its AC benefit in addition to your first shield. In addition, allies within 5 feet of you can use your body as half cover. You maintain this defensive positioning until you use a bonus action to return to your normal combat ready stance, or until you are incapacitated or die. You can use this feature twice, regaining all expended uses on a short or long rest.