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## Maelstrom What's better than carrying one shield around? Carrying two around, of course! As if the juggernaut wasn't already unstoppable enough, one bearing a second shield requires extreme tact to even steer off course. Entire armies have been rerouted when facing a Maelstrom at its full might, as these relentless forces are capable of changing the tides of battle in small ranks. ### Dual Bond Beginning when you choose this Defensive Specialization at 3rd level, you gain the ability to bond with and wield two shields at once. Alternatively, you can create a flawless duplicate of your bonded shield and bond with that as well by harnessing the same visceral magic that forms your shield bond. Any boons which the original shield would provide -- including those provided by Shield Bond -- carry over to the duplicate, unless the boon(s) would be unable to stack with itself, such as those of a Sentinel Shield. You can engage in two-weapon fighting with your bonded shields as though they were light and can don or doff both shields within the same interaction. The shield you carry in your main hand is the one you gain the Armor Class boost for. ### Fighting Style Also at 3rd level level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. #### Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. > ##### Unearthed Arcana Options > *Unearthed Arcana* presents additional variants for Fighting Style. If playtest material is legal inside your campaign, add the following options to the above list of Fighting Style options: **Blind Fighting, Interception, Superior Technique,** and **Tunnel Fighter.** \columnbreak
### Deft Lunge Starting at 7th level, you care little for attacks aimed in your direction. Opportunity attacks rolls made against you are rolled with disadvantage. Additionally, when you take the Dash or Disengage action on your turn, your AC increases by your Constitution modifier (minimum of 1) until the start of your next turn. This feature cannot apply if you Dash or Disengage without using your action. ### Iron Flurry Starting at 11th level your stalwart strength enables you to continually lay on punishment. When you use the Attack action, you can make an additional grapple, shield, or shove attack as a bonus action. You can use this feature a number of times equal to your Constitution modifier (minimum of once). You regain all expended uses when you finish a long rest. ### Trample Starting at 15th level, your movement is unimpeded by opponents in your path. When you take the Dash action on your turn, you can activate this feature as a bonus action. When you do, you can make a number of shove attacks against a maximum number of creatures within range along the path of your movement equal to your Strength or Constitution modifier. Each creature shoved in this way takes bludgeoning damage equal to 1d12 + your Strength modifier. You must finish a short or long rest before you can use this feature again.
##### Credits * Created by **@IpsilonGuy$5068** * Created for **u/Mkirshnikov**'s Juggernaut homebrew class * Inspired by **@DomB#0001** * Art by Bryan Syme