The Shield Soldier Level Proficiency Bonus Martial Arts Tactics Points Features 1st +1 1d4 - Shielded Defense, Martial Arts, Shield Bond 2nd +2 1d4 2 Tactics, Unarmored Movement 3rd +2 1d4 3 Combat Control Tactics, Throw Shield 4th +2 1d4 4 Ability Score Improvement, Slow Fall 5th +3 1d6 5 Extra Attack, Shield Slam 6th +3 1d6 6 Empowered Strikes, Second Wind 7th +3 1d6 7 Evasion, Steel of Mind 8th +3 1d6 8 Ability Score Improvement 9th +4 1d6 9 Action Surge 10th +4 1d6 10 Ultimate Mobility 11th +4 1d8 11 Improved Shield Defense 12th +4 1d8 12 Ability Score Improvement 13th +5 1d8 13 Improved Shield Throw 14th +5 1d8 14 Superb Physicality 15th +5 1d8 15 Additional Second Wind 16th +5 1d8 16 Ability Score Improvement 17th +6 1d10 17 Additional Action Surge 18th +6 1d10 18 Perfect Shield Defense 19th +6 1d10 19 Ability Score Improvement 20th +6 1d10 20 Ultimate Shield Throw Class Features As a fletcher, you gain the following class features Hit Points Hit Dice: 1d10 per Shield Soldier level

1d10 per Shield Soldier level Hit Points at 1st Level: 4 + your Constituion modifier

4 + your Constituion modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per Shield Soldier level after 1st Proficiencies Armor: Shields

Shields Weapons: Simple Weapons

Simple Weapons Tools: Choose one musical instrument, or one type of Artisan's tools Saving Throws: Constitution, Dexterity

Constitution, Dexterity STacticslls: Choose two from Acrobatics, Athletics, History, Insight, Perception, Medicine Equipment You start with the following equipment, in addition to the equipment granted by your background: A shield

(a) a dungeoneer's pack or (b) any simple melee weapon Shielded Defense Beginning at 1st level, while you are wearing no armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier + your shield modifier. Martial Arts At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and shields. You gain the following benefits while you are unarmed or wielding only a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and shield attacks.

You can roll a d4 in place of the normal damage of your unarmed strike and your shield can be used as a weapon. This die changes as you gain Shield Soldier levels, as shown in the Martial Arts column of Table: The Shield Soldier .

. When you use the Attack action with an unarmed strike or a your shield on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with your shield, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. Shield Bond At 1st level, you learn a ritual that creates a magical bond between yourself and one round shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond. Once you have bonded a shield to yourself, you can’t be disarmed of that shield unless you are incapacitated. If it is on the same plan e of existence, you can summon that shield as a bonus action on your turn, causing it to teleport instantly to your arm. You can only have one bonded shield at a time. Unarmored Movement Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor. Tactics Starting at 2nd level, your training has become so intense it allows you to perform powerful abilities called “Tactics”. Utilizing these tactics is draining and you can only use them so many times before needing to rest.. Your Shield Soldier level determines the number of points you have, as shown in the Tactics Points column of Table: The Shield Soldier. You can spend these points to fuel various Tactics features. You start knowing four such features: Flurry of Blows, Patient Defense, Shield Defense, and Tactical Maneuver. You learn more Tactics features as you gain levels in this class.

When you spend a Tactics point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended Tactics back into yourself. You must spend at least 30 minutes of the rest meditating to regain your Tactics points. Some of your Tactics features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Tactics save DC = 8 + your proficiency bonus + your Intelligence modifier Flurry of Blows Immediately after you take the Attack action on your turn, you can spend 1 Tactics point to make two unarmed strikes as a bonus action. Patient Defense You can spend 1 Tactics point to take the Dodge action as a bonus action on your turn. Shield Defense You can spend 1 Tactics point to give yourself Half Cover as a bonus action on your turn, as long as your are wielding your shield, this lasts until your next turn. Tactical Maneuvering You can spend 1 Tactics point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. Combat Control Tactics Starting at 3rd level, you can spend 1 Tactics point to combine a Combat Control Tactic with your Flurry of Blows attack. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: It must succeed on a Dexterity saving throw or be knocked prone.

It must make a Strength saving throw. If it fails, you can push it up to 10 feet away from you.

It can’t take reactions until the end of your next turn. Throw Shield Starting at 3rd level, as one of your attacks in the Attack action, you can make a thrown weapon attack with your shield, Range 20/40. When you gain Extra Attacks, you can expend an attack from the Attack Action to have your thrown shield or weapon ricochet and target one additional creature or object within 10 feet of the target prior. For each attack that you expend, you can target an additional creature. This does not include Flurry of Blows attacks. A separate attack rolls is needed for each individual target. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Shield Soldier level. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Shield Slam Starting at 5th level, you gain the following benefits while you are wielding a shield: If you take the Attack action on your turn, you can use a bonus action to spend 1 Tactics point and the target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

When you use your action to Dash, you can use a bonus action to make one melee shield attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taTacticsng this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 15 feet away from you (if you chose to shove and you succeed). Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Second Wind At 6th level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.