🦸‍♀️(Legacy) 5e - Charging Shield🦸‍♀️

Though primarily an armament for defense, in the hands of a properly trained combatant a shield can become a powerful weapon. Charging Shield warriors are thus terrifying to behold in battle, battering away the blows of their foes while surging through combat to deliver shattering strikes at the edge of their chosen tool of war. Such a sight only inspires their allies, and many great military heroes were forged in this proud combat discipline.

Level 3: Shield Fighting

You gain proficiency with shields as weapons. In addition, you gain proficiency with the 🤺Charge maneuver, and when you are wielding a shield and no other weapons you do not have to spend exertion to activate it.

Level 3: Inspiring Traditions

You gain proficiency in one of the following combat traditions of your choice: 🤺Biting Zephyr, 🤺Rapid Current, 🤺Tempered Iron. When you gain this feature you can choose one of the maneuvers you know and replace it with another maneuver of the same degree or lower from your newly chosen combat tradition.

Level 6: Shield Throwing

You treat all shields except tower shields as having the thrown property (light 60/120 feet, medium 50/100 feet, heavy 40/80 feet). In addition, you gain proficiency with the 🤺Ricochet combat maneuver, and when you use a shield with it you do not have to spend exertion to activate it.

Level 9: Galvanizing Charger

Your brave example inspires your allies. Whenever you use the Charge maneuver and are wielding a shield and no other weapons, choose one creature within 60 feet that can see you. The chosen creature gains temporary hit points equal your fighter level and an expertise die on its next saving throw.

Once a creature has benefited from this feature, it cannot benefit from Galvanizing Charger again until it finishes a long rest.

Level 13: Stalwart Aegis

You become as hardened as the armament you champion. You gain ADV on saving throws to resist becoming ☠️Charmed, ☠️Frightened, or any spell or effect of the ☄️Enchantment School. Additionally, your unarmed strikes and attacks made using a shield deal an extra 1d6 bludgeoning damage.

Level 17: Epic Charge

You can break the defensive lines of the most hardened armies with nothing more than your shield and skill. You can use an Action and move at least 20 feet to make an epic charge. While making an epic charge, you can move through the spaces of creatures and objects of up to one size larger than you without provoking opportunity attacks . When you move into a creature’s space it makes a DEX Save (with DISADV if it is your size or smaller). Failure: The Creature takes 8d8 bludgeoning damage and is ☠️Prone. Success: The Creature takes half the damage.

Once you have used this feature, you cannot use it again until you finish a short or long rest.