Shield Fighter (3.5e Class)

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Shield Fighter[edit]

A perfect combination of massive amounts of armor and attack, that is the shield fighter's specialty. There are 3 paths to take: Throwing, Bashing, and Multi-shield.

Making a Shield Fighter[edit]

They are great at defense and can also use their shields to attack. generally they serve as either a front line attacker, or defending another.

Abilities: Strength is the most needed attribute, Constitution if you want a lot of health, and Dexterity for Throwing style, Multi-shield style, or tumble checks.

Races: Any race.

Alignment: Any.

Starting Gold: Same as Fighter .

Starting Age: as Fighter.

Table: The Shield Fighter

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +0 Shield Bash, Uncanny Dodge
2nd +2 +3 +3 +0 Shield Focus
3rd +3 +3 +3 +1 Block Projectile
4th +4 +4 +4 +1 Choose Path, Improved Shield Proficiency
5th +5 +4 +4 +1 Shield Specialization
6th +6/1 +5 +5 +2 Quick Draw, Improved Critical (Shield)
7th +7/2 +5 +5 +2 Blunt Trauma, Improved Uncanny Dodge
8th +8/3 +6 +6 +2 2nd Path Ability, Greater Shield Focus
9th +9/4 +6 +6 +3 Shield Ward
10th +10/5 +7 +7 +3 Fast Movement 10
11th +11/6/1 +7 +7 +3 Shield Expert
12th +12/7/2 +8 +8 +4 3rd Path Ability, Greater Shield Specialization
13th +13/8/3 +8 +8 +4 Brutal 1
14th +14/9/4 +9 +9 +4 Great Shield Knowledge
15th +15/10/5 +9 +9 +5 Melee Weapon Mastery (Bludgeoning)
16th +16/11/6/1 +10 +10 +5 4th Path Ability
17th +17/12/7/2 +10 +10 +5 Great Block
18th +18/13/8/3 +11 +11 +6 Improved Shield Ward
19th +19/14/9/4 +11 +11 +6 Brutal 2
20th +20/15/10/5 +12 +12 +6 Final Path Ability, Superior Training

Class Skills (4 + Int modifier per level × 4 at 1st level)
Balance (dex), Climb (str), Craft (int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (cha), Jump (str), Knowledge (History) (Int), Listen (wis), Ride (dex), Search (int), Sense motive (wis), Spot (wis), Survival (Wis), Tumble (dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Shield Fighter.

Weapon and Armor Proficiency: Proficiency with Shields (including tower shields), light armors, medium armor, heavy armor, and simple weapons.

Shield Bash: At level 1 a Shield Fighter gains the Improved Shield Bash as a bonus feat.

Uncanny Dodge (Ex): At level 1 a shield fighter gains Uncanny Dodge (as described from the Barbarian ability). Starting at 7th level, the Shield Fighter gains Improved Uncanny Dodge.

Shield Focus: At level 2 a Shield Fighter gains an additional +5 shield bonus to AC and attack rolls for shield bash with a chosen type of shield. A Shield fighter may retrain for 8 hours to change the type of shield he is focused to. For use as a prerequirement, this ability functions as the "Weapon Focus" feat. At 8th level, the Shield Fighter's bonus increases to a +10 to AC and attacks.

Block Projectile: At level 3, a Shield fighter may use his shield to block projectiles. This ability functions as the "deflect arrows" feat, except the Shield Fighter must have a shield equipped. The Shield Fighter may block up to 1 projectile per round per Dex modifier.

Improved shield proficiency: At 4th, a Shield Fighter may now ignore the armor check penalties and spell failure caused from using shields.

Shield Specialization: At 5th level and above, the Shield Fighter gain a +2 to damage when using a shield. Additionally, when fighting defensively, the shield Fighter gains an additional +5 to AC. For use as a prerequirement, this ability functions as the "Weapon Specialization" feat. At 12th level, the Shield fighter's bonus damage increases by an additional +2 and an additional 10 to AC.

Improved Crit (shield): At 6th, the shield gains "Improved Critical" as a bonus feat. This ability only works for the shield type that the Shield Fighter has chosen for his "Shield Focus" ability.

Quick Draw: At 6th, the shield gains "Quick Draw" as a bonus feat.

Blunt Trauma (Sp): At 7th level, Shield Fighters do x1.5 str damage with shields/shield bash. Also gains a stun for 1d3 rounds.

Shield Ward: At Shield Fighter level 9, half of any shield bonus can also be applied when defending against a touch attack. At 18th, this ability includes all shield bonuses to defending against touch attacks.

Fast Movement 10: At 10th level, Shield Fighters increase their land, swim, and climb speeds by 10ft (this ability does not grant movement speeds).

Shield Expert: Starting at level 11, a Shield Fighter gets an additional +1 bonus to AC for every shield equipped.

Brutal 1 and 2: At level 13 and level 19, A Shield fighter can make Brutal attacks. Brutal attacks can re-roll damage upon the specified number or lower. Each die of damage in a single attack that lands on the specified number is re-rolled. Once damage for an attack has been re-rolled, the second rolls must be taken. this ability can used once per day per Str modifier.

Great Shield Knowledge: Starting at 15th level a Shield Fighter gains an uncanny knowledge for shields. The Shield Fighter may use any shield (including exotic shields).

Great Block (Su): A Shield Fighter at 17th level, once per round, can negate a single attack per shield, the Shield Fighter must know the attack was coming.

Superior Training: At 20th level a Shield Fighter has mastered all shields. Once per round, they gain an extra attack at their highest base attack bonus when using a shield. Also damage from shield-based attacks (i.e. shield bash or shield spikes) increases by one die (from 1d6 to 2d6, and so on).

Choose Path: There are several paths a Shield fighter can take, Shield Sling and Great bash, and Multi-shield. As a Shield fighter levels up they gain more powerful abilities. Alternatively they may choose to start a new path and gain that ability any time they gain a new path ability.

Shield sling: It grants the shield fighter the shield sling feat as a bonus feat.

Great bash: A shield fighter does more damage with a shield bash, treating his shield as one size catagory larger for determining damage.

Multishield: A Shield Fighter gains the two-weapon fighting feat for using shields and stacks the shield bonuses.

Path 2nd Ability: The path you have chosen gets better.

Far sling: (for Shield sling path) You are treated as having the far shot feat when using shields as ranged weapons.

Greater bash: (for Bash path)A shield fighter does even more damage with a shield bash, treating his shield as two size categories larger for determining damage.

Multishield: A Shield Fighter gains the improved two-weapon fighting, and two-weapon defense feats for using shields.

Path 3rd Ability: The path you have chosen gets even better.

Shield bounce: (for Shield sling path) you may make a full round attack against a group of enemies. Make an attack roll against an opponent, if successful you make make another attack at your next highest bonus on another enemy within the shields range. If that one hits you can continue up to the maximum number of attacks you can make in a round. The targets must be within 5ft of each other. Total distance can not exceed the shields maximum throwable distance.

Shield Ram: (for Bash path) if you make a bull rush you are treated as having improved bull rush, and you can knock opponents prone (reflex save DC 1/2 HD+damage dealt) you deal damage as if you made a charge attack.

Multishield: A Shield Fighter gains the greater two-weapon fighting feat for using shields.

Path 4th Ability: The path you have chosen gets even better

Shield Stun: (Sling) A Shield fighter can declare a stunning attack. This is identical to the monks stunning fist ability except can only be used with a shield. can be used ranged, but only up to 30 ft away.

Powerful Build: (Bash) A Shield fighter gains the powerful build special ability.

Multishield: A Shield Fighter gains the perfect two-weapon fighting and improved two-weapon defense feats for using shields.

Final Path Ability:

Soaring Shield: (shield sling path) This ability increases the distance allowed in between enemies for the "Shield Bounce" ability to 10ft. Also normally throwing a shield, you ignore all cover except full cover (this cannot be used in conjunction with shield bounce).

Shield Juggernaught: (great bash path) You gain the Trample ability, using your shield's size category (or yours, whichever is higher).

Multishield: All dual wielding penalties are now ignored for both hands and you can block 1 additional attack with great block.


You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else.

| style="text-align: left;" |Construction: (for a shield fighter)

Moon Shield: 1 pound adamantine, 1 pound mythril, Craft DC 16, 1,000 gp (used for determining how long it takes)

Armadillo: 100 pounds of metal, Craft DC 20, 2,000 gp (used for determining how long it takes)

(for everyone else without the Great Shield Knowledge)

Moon Shield: 1 pound adamantine, 1 pound mythril, Craft DC 16, 10,000 gp

Armadillo: 100 pounds of metal, Craft DC 20, 5,000 gp |} |}

Epic Shield Fighters[edit]

Table: The Epic Shield Fighter

Hit Die: d10

Level Special
22nd bonus feat
24th bonus feat
26th bonus feat
28th bonus feat
30th bonus feat

4 + Int modifier skill points per level.

Bonus Feats: The epic Shield Fighter gains a bonus feat (selected from the list of epic Fighter bonus feats) every even numbered levels after 20th.

Campaign Information[edit]

Playing a Shield Fighter[edit]

Religion: The shield fighter is like any normal person in regards to religion, they follow any god their heart leads them to.

Other Classes: Generally they get along well with Fighters because they both do a lot of fighting, and they get along well with spell casters because they tend to protect them. They don't get along too well with Monks, because they just don't understand why they go unarmored all the time.

Combat: Tank or defense.

Advancement: Generally go for AC over attack. Also shields with the returning special ability work great

Shield Fighters in the World[edit]

I've never seen anything take that much of a beating and walk away unharmed.
—Narek, the evil Human Wizard

They fit as tanks, and or ultimate defense

Daily Life: searching for battle.

Notables: IronShield The orgg Shield Fighter, he took out an evil wizard's great wyrm shadow dragon single-handedly

Organizations: They have no real organization, they are just fighters who decided defense was better then attack.

NPC Reactions: Usually people will complain they are too slow moving, and or they will be awe inspired on how hard they are to hit..

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