THE SHARED REFERENCE Adventurer

Class

Fighter

Official reference · PHB · 2014

Hit die
10
Subclass title
Martial Archetype

Level progression

LevelProficiency Bonus
1+2
2+2
3+2
4+2
5+3
6+3
7+3
8+3
9+4
10+4
11+4
12+4
13+5
14+5
15+5
16+5
17+6
18+6
19+6
20+6

Class features

LEVEL 1

Fighting Style

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.

Second Wind

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.

LEVEL 2

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

LEVEL 3

Martial Archetype

At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

LEVEL 4

Ability Score ImprovementASI

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility

4th-level fighter optional feature

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:

  • Replace a feature type=FS:F you know with another fighting style available to fighters.
  • If you know any feature type=MV:B from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

LEVEL 5

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

LEVEL 6

Ability Score ImprovementASI

When you reach 6th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 7

Martial Archetype feature

At 7th level, you gain a feature granted by your Martial Archetype.

LEVEL 8

Ability Score ImprovementASI

When you reach 8th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 9

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

LEVEL 10

Martial Archetype feature

At 10th level, you gain a feature granted by your Martial Archetype.

LEVEL 11

Extra Attack (2)

At 11th level, you can attack three times whenever you take the Attack action on your turn.

LEVEL 12

Ability Score ImprovementASI

When you reach 12th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 13

Indomitable (two uses)

At 13th level, you can use Indomitable twice between long rests.

LEVEL 14

Ability Score ImprovementASI

When you reach 14th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 15

Martial Archetype feature

At 15th level, you gain a feature granted by your Martial Archetype.

LEVEL 16

Ability Score ImprovementASI

When you reach 16th 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 17

Action Surge (two uses)

At 17th level, you can use Action Surge twice before a rest, but only once on the same turn.

Indomitable (three uses)

At 17th level, you can use Indomitable three times between long rests.

LEVEL 18

Martial Archetype feature

At 18th level, you gain a feature granted by your Martial Archetype.

LEVEL 19

Ability Score ImprovementASI

When you reach 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.

If your DM allows the use of feats, you may instead take a feat.

LEVEL 20

Extra Attack (3)

At 20th level, you can attack four times whenever you take the Attack action on your turn.

Martial Archetype

Battle Master

Level 3 · Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Level 7 · Additional Maneuvers

At 7th level, you learn two additional maneuvers of your choice.

Level 7 · Additional Superiority Die

You gain another superiority die at 7th level.

Level 7 · Know Your Enemy

If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)

Level 10 · Additional Maneuvers

At 10th level, you learn two additional maneuvers of your choice.

Level 10 · Improved Combat Superiority (d10)

At 10th level, your superiority dice turn into d10s.

Level 15 · Additional Maneuvers

At 15th level, you learn two additional maneuvers of your choice.

Level 15 · Additional Superiority Die

You gain another superiority die at 15th level.

Level 15 · Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Level 18 · Improved Combat Superiority (d12)

At 18th level, your superiority dice turn into d12s.

Champion

Level 3 · Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Level 7 · Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Level 10 · Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Level 15 · Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Level 18 · Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Eldritch Knight

Level 3 · Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Level 7 · War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Level 10 · Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Level 15 · Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Level 18 · Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Purple Dragon Knight (Banneret)

Level 3 · Purple Dragon Knight (Banneret)

Purple Dragon Knights are warriors who hail from the kingdom of Cormyr. Pledged to protect the crown, they take the fight against evil beyond the kingdom's borders. They are tasked with wandering the land as knights errant, relying on their judgment, bravery, and fidelity to guide them in defeating evildoers.

A Purple Dragon Knight inspires greatness in others by committing brave deeds in battle. The mere presence of a knight in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone knight is a skilled warrior, but a knight leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A knight prefers to lead through deeds, not words. As a knight spearheads an attack, the knight's actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Level 7 · Royal Envoy

A Purple Dragon Knight serves as an envoy of the Cormyrean crown. Knights of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Level 10 · Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Level 15 · Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Level 18 · Inspiring Surge

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Arcane Archer

Level 3 · Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Level 7 · Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Level 7 · Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Level 7 · Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 7th level.

Level 10 · Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 10th level.

Level 15 · Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Level 15 · Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 15th level.

Level 18 · Additional Arcane Shot Option

You gain an additional Arcane Shot option of your choice when you reach 18th level. Each option also improves when you become an 18th-level fighter.

Cavalier

Level 3 · Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Level 7 · Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Level 10 · Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.

Level 15 · Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Level 18 · Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can't use it on the same turn that you take your normal reaction.

Samurai

Level 3 · Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai's resolve is nearly unbreakable, and the enemies in a Samurai's path have two choices: yield or die fighting.

Level 7 · Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Level 10 · Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Level 15 · Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Level 18 · Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Echo Knight

Level 3 · Echo Knight

A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Level 7 · Echo Avatar

7th-level Echo Knight feature

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo's eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Level 10 · Shadow Martyr

10th-level Echo Knight feature

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

Once you use this feature, you can't use it again until you finish a short or long rest.

Level 15 · Reclaim Potential

15th-level Echo Knight feature

You've learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don't already have temporary hit points.

You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Level 18 · Legion of One

18th-level Echo Knight feature

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo's position can be done from the other's instead.

In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Psi Warrior

Level 3 · Psi Warrior

Awake to the psionic power within, a Psi Warrior is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of Eberron, many young kalashtar dream of becoming Psi Warriors.

As a Psi Warrior, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind's power as both weapon and shield.

Level 7 · Telekinetic Adept

7th-level Psi Warrior feature

You have mastered new ways to use your telekinetic abilities, detailed below.

Level 10 · Guarded Mind

10th-level Psi Warrior feature

The psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.

Level 15 · Bulwark of Force

15th-level Psi Warrior feature

You can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by 3 for 1 minute or until you're incapacitated.

Once you take this bonus action, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to take it again.

Level 18 · Telekinetic Master

18th-level Psi Warrior feature

Your ability to move creatures and objects with your mind is matched by few. You can cast the telekinesis spell, requiring no components, and your spellcasting ability for the spell is Intelligence. On each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a long rest, unless you expend a Psionic Energy die to cast it again.

Rune Knight

Level 3 · Rune Knight

Rune Knights enhance their martial prowess using the supernatural power of runes, an ancient practice that originated with giants. Rune cutters can be found among any family of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant's work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant's craft and learned how to apply magic runes to empower your equipment.

Level 7 · Runic Shield

7th-level Rune Knight feature

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the new roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 7 · Additional Rune Known

7th-level Rune Knight feature

You learn an additional Rune.

Level 10 · Great Stature

10th-level Rune Knight feature

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Moreover, the extra damage you deal with your Giant's Might feature increases to 1d8.

Level 10 · Additional Rune Known

10th-level Rune Knight feature

You learn an additional Rune.

Level 15 · Master of Runes

15th-level Rune Knight feature

You can invoke each rune you know from your Rune Carver feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Level 15 · Additional Rune Known

15th-level Rune Knight feature

You learn an additional Rune.

Level 18 · Runic Juggernaut

18th-level Rune Knight feature

You learn how to amplify your rune-powered transformation. As a result, the extra damage you deal with the Giant's Might feature increases to 1d10. Moreover, when you use that feature, your size can increase to Huge, and while you are that size, your reach increases by 5 feet.

Pavesarii

Level 3 · Pavesarii

The ground shakes with the thundering of rapidly approaching hooves and boots. As the enemy crests the ridge into view, you slam your pavise shield into the earth in front of you. As you quickly load your crossbow, you whisper an incantation. Suddenly, the image on your shield shimmers and grows into a huge, illusory dragon, sparking panic and confusion amongst the onrushing cavalry. Horses buck their riders, and in the tumult, you find your target and let loose your bolt.

You are a Pavesarii, an expert in using the pavise tower shield as a mobile battle station. With origins on the battlefields of the Classical era, the late Middle Ages and Renaissance have taken the shield and bowman combination to new lethal heights, and you have taken it one step further, imbuing your attacks and defense with arcane prowess.

Level 3 · Steadfast Aegis

When you choose this archetype at 3rd level, you gain certain abilities that can change the tides of a battle, and you gain a tower shield. You also can use Strength when attacking with a crossbow instead of Dexterity.

Bonding with the Shield: You can spend 10 minutes with a tower shield to bond with it magically. If you are not willing, nothing can make you drop the shield. If it is somehow more than 10 ft. away from you, you can summon it back to your free hand as a reaction. You can don the shield with the same reaction.

Solid Defense: Your skills with tower shields are legendary. While holding a tower shield, it grants +3 Armor Class instead of +2.

As a bonus action, you can slam your tower shield into the ground and gain cover for your attacks. When you do so, ranged attacks against you are counted as if you are behind three quarters cover until the start of your next turn. In doing so, your movement speed is halved.

Shield Stratagems

Your shield can be used for nearby crowd control or to gain an advantage on the battlefield. As a bonus action you can choose one of the following, and you can do this a number of times equal to your Strength modifier before taking a short or long rest:

Staggering Bash: Make a melee attack against a target with your shield. On a hit, the target takes 1d6 bludgeoning damage. If you rolled 16 or more on the d20 when you hit the target, the target's Armor Class is reduced by an amount equal to your Strength modifier until the start of its next turn.

Abolishing Bash: Make a melee attack with your shield against a target who cast a spell in their last turn. On a hit, the target takes 1d6 bludgeoning damage. If you rolled 16 or more on the d20 when you hit the target, the target can't speak until the start of your next turn. If it is concentrating on a spell, it has Disadvantage on the Constitution saving throw against your damage.

Level 7 · Shimmering Aegis

Your magical bond with your tower shield grows. Choose two of the following spells. Your DC for any spell effects is: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice): color spray, mirror image, entangle, faerie fire, grease, heat metal, or hold person.

You can cast each of the spells once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Level 10 · Inspiring Aegis

You may choose two more spells from the Shield spell list. In addition, your shield can shed even more powerful auras. Choose one of the following from the Upgraded Spell List. You can cast it once per day: hallucinatory terrain, cloudkill, ice storm, insect plague, confusion (5th level).

Upgraded Shield Stratagems

At Level 10, your Staggering Bash and Abolishing Bash now do damage equal to 1d8 + your Strength modifier. You also gain a bonus to your speed equal to your Strength Modifier when you perform one of the Stratagems.

Level 15 · Commanding Aegis

Your shield now stands as a rallying call for your allies and a symbol of terror for your foes. You can choose one more spell from the Upgraded Spell List. Also, as a bonus action, you can cast heroism at 5th level. You can do this a number of times equal to your Strength modifier. You regain all uses of heroism when you finish a long rest.

Enraged Shield Stratagems

Your Staggering Bash and Abolishing Bash now have the potential to cause extreme physical or psychological harm. Your damage for these abilities now equals 1d10 + your Strength modifier. In addition, if you score a critical hit with your shield, roll a d10. Consult the following Shield Effects Table for the special damage effect to the target.

Shield Effects Table

RollEffect
1You knock the enemy's weapon out of their hand. If they have two weapons, you choose which weapon is knocked loose.
2Your shield strikes a critical blow to one of your target's arms, breaking it. That arm is now useless until that target can be healed and take a long rest.
3Your shield strikes a critical blow to one of your target's legs, breaking it. The target's speed is now halved, and they take 3d10 piercing damage at the start of every turn for a number of rounds equal to your Strength modifier.
4Your shield hits the target with stored magic coursing through it. The target becomes fall under the effect of the polymorph spell. The GM chooses the form for the enemy.
5The target becomes the center of a delayed blast fireball.
6The target becomes the center of a circle of death spell, targeting only your enemies, including the target.
7The target becomes the center of a divine word spell, and you choose the new targets within range.
8The target is under the effect of the flesh to stone spell.
9You knock the target out. They are incapacitated for 1 minute, and cannot be woken up by normal means: only damage or a spell that removes deleterious effects, such as lesser restoration or remove curse, can rouse the target before the 1 minute is up.
10The target takes 8d10 + 40 necrotic damage that can't be reduced in any way. This damage also reduces their hit point maximum by an amount equal to the damage dealt until they finish a long rest. The target is decapitated if it dies from this damage.

Level 18 · Paramount Aegis

Your ability to sway a battlefield with your magical shield has reached unparalleled levels. Choose one of the following spells. You can cast it once per day without needing a spell slot: sunburst, incendiary cloud. You can't do so again until you finish a long rest.

Ultimate Shield Stratagems: Your shield now deals damage equal to 1d12 + your Strength modifier. In addition, if you roll an 18 or higher on your shield attack, it counts as a critical hit. On a critical hit, you can now roll twice on the Shield Effects Table and choose which effect you want to occur.

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