Shield Master

A human shield master

A bulwark that protects their team mates and is able to punish their foes. The shield master harnesses the full power of the shield, able to do tricks with them like no other.

**Features**
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## Features

### Shielded Combat Training

You gain proficiency in *unarmed strikes*, all *armor* and *shields*. You also gain proficiency in *Athletics* and the following ability:

> ***Shielded Combat*** - When carrying a shield using 1 arm, you may use the shield as an improvised weapon in which you are proficient. Once per turn, if you hit a creature using your shield as an improvised weapon, it must make a Strength Saving throw to your Shield Master DC or be knocked prone or shoved (your choice).
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> ***Bulwark*** - While you are wearing a shield, allies within 5ft may take the Cover reaction.
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> ***Unyielding*** - You gain 1 extra hit point per Shield Master feature picked.
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### Shield Expert

You have spent many training sessions in order to master the shield, for purposes of breaching. You gain the following ability:

> ***Shield Protection*** - If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
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> ***Shielded Approach*** (Reaction) - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
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### Shield Trick

You know your shields in and out, their weight, their grips. This allows you to do some special tricks. You gain the two following abilities:

> ***Ricochet***  (3AP) - Once per sleep rest, you throw the shield to a creature of your choosing within your Tactical throwing range. The target must roll a Dexterity Saving throw to your Shield Master DC or be stunned and take damage equal to 1d4 times the amount of shield master features picked. If hit, the shield then ricochets to another creature within your Tactical throwing range, and the effects repeat itself. Upon missing or hitting all targets within your range, the shield drops return to your hand
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> ***Swap Stance*** (1AP)- While carrying a shield you can grant yourself resistance to all damage done by either: melee attacks, ranged attacks, area of effects. You can only have resistance against one of these types, and you use 1 AP to swap.
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### Disable

You may attempt to disable attackers that threaten your team. You gain the following ability:

> ***Disable*** (reaction) - While using any shield, any ally within 10ft that takes damage allows you to use a reaction to attempt to disable the attacker as long as it is within 30ft of you. The target rolls a Constitution saving throw to you Breacher DC. If they fail the saving throw and the target is within 5ft of you, it becomes Stunned. If they fail the saving throw and the target is not within 5ft of you, it becomes blinded. These conditions last until the end of their next turn.
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### Strong Hands

Your hands have a strong grip, and you have trained in combining shields with heavy weapons. You gain the following ability:

> ***Strong Hands*** - While having a shield in 1 arm, you may use your other arm to use two-handed weapons un-imposed.
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