Prerequisite: Proficiency in shields
You are a master of fighting with a weapon and shield. Your specialized training has provided you with certain advantages when employing weapon combat while you have a shield equipped.
Options:
You can now make Opportunity Attacks while holding a tower shield.
Before you make a melee attack with a weapon that you are holding while wielding a buckler, shield, or tower shield in your other hand, you can choose to forgo your Proficiency Bonus to the attack roll. If the attack hits, the target of the attack has Disadvantage on any attack rolls against you until the beginning of your next turn.
You ignore the strength requirement to wield any shield or buckler.
While you are conscious you provide Half Cover against ranged attacks to creatures of your choice within 5 feet of you while you wield a shield or tower shield.
When you are wielding a buckler, shield or tower shield, you can add the AC provided from your shield to your Initiative roll.
When you take the Attack action and equip or unequip a weapon, you may also equip or unequip a buckler or shield with the same action.
When you take the Attack action and equip or unequip a weapon, you may also equip or unequip a buckler or shield with the same action. You may also unequpi/stow previously held weapon with this same action.
You can don and doff shields as a Bonus Action.
You are proficient in the use of a buckler, shield, or tower shield as an improvised weapon, a buckler or shield has the light property and inflicts 1d4 Bludgeoning damage on a successful hit. A tower shield inflicts 1d6 Bludgeoning damage instead. If you are wielding a magical shield you can choose to deal Force damage instead.
You can use a Bonus Action to try to shove a creature within 5 feet of you with your shield. If you are wielding a tower shield a creature one size category larger than you does not have Advantage on the ability check to avoid being shoved.
You can use a Bonus Action to try to shove a creature within 5 feet of you with your shield. If you are wielding a tower shield a creature one size category larger than you does not have Advantage on the ability check to avoid being shoved. This shove knocks them Prone and shoves them 5 feet away.
If you are not Incapacitated, you can add your buckler's, shield's, or tower shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you, and if that effect would inflict half damage on a successful saving throw, you can take a Reaction to take no damage instead if you succeed on the saving throw.
If you are not Incapacitated, you can add your buckler's, shield's, or tower shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you, and if that effect would inflict half damage on a successful saving throw, you can tale a Reaction to take no damage instead if you succeed on the saving throw and you take only half damage if you fail the saving throw.
You gain proficiency in three one handed weapons of your choice.
Foundry Note
Upon selecting this feat, you will have to manually grant yourself proficiency with the selected weapons on your character sheet. It is recommended that you edit this feat with the weapons you selected for your own reference.
You gain proficiency in three one handed weapons of your choice.
Once per turn, when you make an attack with a melee weapon that you are holding while wielding a buckler, shield, or tower shield in your other hand, you can apply the Graze Weapon Mastery property for that attack in place of the weapon's normal Weapon Mastery property.
Foundry Note
Upon selecting this feat, you will have to manually grant yourself proficiency with the selected weapons on your character sheet. It is recommended that you edit this feat with the weapons you selected for your own reference.
Attacks you make with a melee weapon you are holding while wielding a buckler, shield, or tower shield in your other hand have their Critical Hit threshold expanded by one.
You can now make Opportunity Attacks while holding a tower shield.
Before you make a melee attack with a weapon that you are holding while wielding a buckler, shield, or tower shield in your other hand, you can choose to forgo your Proficiency Bonus to the attack roll. If the attack hits, the target of the attack has Disadvantage on any attack rolls against you until the beginning of your next turn.
You ignore the strength requirement to wield any shield or buckler.
While you are conscious you provide Half Cover against ranged attacks to creatures of your choice within 5 feet of you while you wield a shield or tower shield.
When you are wielding a buckler, shield or tower shield, you can add the AC provided from your shield to your Initiative roll.
When you take the Attack action and equip or unequip a weapon, you may also equip or unequip a buckler or shield with the same action.
When you take the Attack action and equip or unequip a weapon, you may also equip or unequip a buckler or shield with the same action. You may also unequpi/stow previously held weapon with this same action.
You can don and doff shields as a Bonus Action.
You are proficient in the use of a buckler, shield, or tower shield as an improvised weapon, a buckler or shield has the light property and inflicts 1d4 Bludgeoning damage on a successful hit. A tower shield inflicts 1d6 Bludgeoning damage instead. If you are wielding a magical shield you can choose to deal Force damage instead.
You can use a Bonus Action to try to shove a creature within 5 feet of you with your shield. If you are wielding a tower shield a creature one size category larger than you does not have Advantage on the ability check to avoid being shoved.
You can use a Bonus Action to try to shove a creature within 5 feet of you with your shield. If you are wielding a tower shield a creature one size category larger than you does not have Advantage on the ability check to avoid being shoved. This shove knocks them Prone and shoves them 5 feet away.
If you are not Incapacitated, you can add your buckler's, shield's, or tower shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you, and if that effect would inflict half damage on a successful saving throw, you can take a Reaction to take no damage instead if you succeed on the saving throw.
If you are not Incapacitated, you can add your buckler's, shield's, or tower shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets you, and if that effect would inflict half damage on a successful saving throw, you can tale a Reaction to take no damage instead if you succeed on the saving throw and you take only half damage if you fail the saving throw.
You gain proficiency in three one handed weapons of your choice.
Foundry Note
Upon selecting this feat, you will have to manually grant yourself proficiency with the selected weapons on your character sheet. It is recommended that you edit this feat with the weapons you selected for your own reference.