Shield Hero (5e Class)

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The Shield Hero[edit]

Work In Progress


The Legendary Weapons are powerful weapons that can be summoned along with wielders potentially from other worlds, who are deemed, Legendary Heroes.

The Saint of the Shield[edit]

Based off The Rising of the Shield Hero, the Shield Hero, one of the four cardinal heroes and bearer of the legendary cardinal shield, is a warrior that specializes in defending his allies in battle at the cost of his own well being. A Shield Hero embodies the true definition of perseverance and durability as they charge into battle wielding only a shield to fend off the many challenges ahead.

Creating a Shield Hero[edit]

Why were you chosen to become the Shield Hero? Were you chosen as a successor from a past hero or picked by the weapon itself? Do you fight to protect others for the sake of the world or just your companions? Do you plan out each of your maneuvers or charge into battle to overwhelm your opponents with your near impregnable defenses?

Quick Build

You can make a Shield Hero quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Far Traveler background.

Class Features

As a Shield Hero you gain the following class features.

Hit Points

Hit Dice: 1d10 per Shield Hero level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Shield Hero level after 1st

Proficiencies

Armor: Light, Medium, Heavy, Shields
Weapons: None
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from Athletics, Acrobatics, Insight, Medicine, Perception, Survival, Intimidation, or Arcana.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • The Legendary Shield
  • (a) Common clothing or (b) Modern Day clothing(for characters who were called from another world)
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • If you are using starting wealth, you have 400 gp in funds.

Table: The Shield Hero

Level Proficiency
Bonus
SP Points Features Shield Defense Ki Points
1st +2 1 The Cardinal Weapons Abilities, Shield Defense, Change Shield +1 0
2nd +2 3 Basic Magic I +1 0
3rd +2 5 Curse Series +2 0
4th +2 6 Ability Score Improvement, Ability Score Improvement +2 0
5th +3 8 Basic Magic II, Shield of Rage II +3 0
6th +3 9 Magic Empowered Attacks, Change shield II +3 0
7th +3 11 Tools Trainee, Shield Combination +4 0
8th +3 12 Ability Score Improvement, Ability Score Improvement, Shield of Righteousness +4 0
9th +4 14 Intermediate Magic I +5 0
10th +4 16 Ki Defense +5 6
11th +4 18 Shield of Rage III, Heroic medititate +6 6
12th +4 20 Ability Score Improvement, Ability Score Improvement +6 8
13th +5 25 Intermediate Magic II +7 8
14th +5 30 Master of Tools +7 10
15th +5 35 Ki Defense Improvement +8 10
16th +5 40 Ability Score Improvement, Ability Score Improvement +8 12
17th +6 45 Improved Rage Shield III +9 12
18th +6 55 Advanced Magic +9 14
19th +6 60 Ability Score Improvement, Ability Score Improvement +10 14
20th +6 65 Revelation +10 16

The Cardinal Weapons[edit]

At 1st level you gain one to the Legendary weapons. Each of the Legendary weapons comes with a certain set of rules and abilities that are enforced under all circumstances.

1. Legendary Weapons innately inhibit each other's experience gain when in close proximity, forcing heroes to adventure individually.

2. Restricted from using any other weapon for combat purposes or for the intent of causing bodily harm to another being. Attempting to do so will cause you to take 1d4 lightning damage and immediately drop the weapon.

3. The assigned weapon will teleport to the user if removed. However it can be moved around the body and can also be shrunk down to an inch width and length for comfort.

4. The Weapon is considered permanently attuned to the user. The attunement cannot be ended by any means short of a wish spell and if the target of said wish spell is unwilling they can make a Constitution Saving throw with a DC of 20, otherwise your attunement ends with the Legendary Weapon and any class levels in this class are removed from the character forever. If you choose to re-attune to the weapon you lose all progress you had previously made and must start again from level 1 of the class.

5. Verbal language is translated to the user into their primary language, and the user can vocalize into their recipient's primary language.

6. Weapons can absorb loot, items, and materials to unlock new variations of themselves. The user can access new transformations provided they reach the level requirement.

7. Weapons can transform into different variations that grant the user new equip bonuses, such as stats, skills and abilities. Variations can become mastered with enough experience, allowing the user to permanently retain the equip bonuses even if they switch transformations. Some bonuses remain exclusive.

8. Weapons have the ability to copy different variations of the same weapon they encounter.

9. Each shield gives a stat point by its rank congruent to the said shields type, and it gives ac by its rank.

Shield Defense[edit]

At 1st level your Shield allows you to take more hits. You starting AC becomes 10 + your Constitution modifier + your dexterity modifier. When you use Change Shield, you gain +1 AC, unless the shield says otherwise. When your shield changes back to your basic shield, your AC goes back to your starting AC.

Change Shield[edit]

At 1st level you gain the ability to alter the appearance and/or abilities of the legendary shield by manipulating the magic in the shield. By using 1 SP point and saying the words "Change Shield", you can take a bonus action to activate this ability which allows you to change your current shield to one to the shields you have obtained or use a shield ability from one of your mastered shields. You can gain different shields by allowing your shield to absorb various materials. Some examples include absorbing parts of a zombie would give access to the Inter Dimensional Zombie Shield, or absorbing lead ore will give you access to the Lead Shield. Coping shields follows a similar process except it doesn't require you to consume the original shield. See the full list of available shields you can use down bellow in the Shield List section.

Basic Magic I[edit]

As the shield hero you have a gift for support and utility type spells. At 2nd level you can cast the Cantrips Spare the dying, Resistance, and Guidance from the Cleric Spell list.

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from the legendary shield. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Curse Series[edit]

Through Intense rage whether it be the loss of a friend, or from someone who wronged you and got away with it, you unlock a dark power hidden within each of the Legendary Weapons called the Curse Series. At 3rd level you gain the ability to tap into this dark power called the Shield of Rage I. It gives a a dice roll of 2d10 + wisdom + 1d6 fire damage for 2 minutes, and It also grants the ability to attack twice. Also by using the change shield ability you can access this power to burn down anyone who may have wronged you. At the start of each round with the Shield of Rage I out, you must make a Wisdom saving throw with a DC equal to your Cleric spell save DC(The first time you activate the Shield of Rage you instantly fail this Check), and If you fail you enter a state of unquenchable rage and will attack anything around you be it friend or foe

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 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.

Basic Magic II[edit]

Beginning at 5th level you gain access to a larger variety of lower tier magic. You gain the ability to cast both the Mending and Thaumaturgy Cleric cantrips as well as the 1st level Cleric spells Bless, Healing Word, and Shield of Faith. To cast a spell at 1st level spell or higher it consumes the amount of SP points of that equivalent level(i.e. Casting healing word at 1st level consumes 1 SP point while casting Healing word at 3rd level consumes 3 SP points). You also cannot cast a spell that is higher than 1/3 your shield hero level rounded up(i.e. If your current shield hero level is 10 you cannot cast the spell Healing Word over level 4).

Shield of Rage II[edit]

Through the intense anger of the enemies you have slain and absorbed into your Shield you have gained access to the Shield of Rage II. At 5th level, Your anger and emotions become stronger and transform your Shield of Rage I into the Shield of Rage II. Your hair gets spiky, and your dark red flaming aura ingulfs you. Its damage increases to 2d12 + wisdom + 2d6 fire damage, as well and gives you access to the formidable attack called Iron Maiden. By using Change Shield you can call upon Iron Maiden by consuming your remaining SP points to deal 4d12 piercing damage per SP point consumed. More info on the Iron Maiden Ability can be found in the Shield List below.

Magic Empowered Attacks[edit]

Starting at 6th level, your unarmed strikes and Shield Ability's count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. 1d10 magical damage to their base damage.

Change shield II[edit]

Starting at the 6th level, Allows the shield hero to choose from 5 shields that are rank 10 or lower, From the “legendary shield list” near the bottom of this page. You can pick 5 more for each level after 6, and after every level you get to choose 2 ranks higher than your previous rank max. The legendary shields are extremely powerful, but the cost is that they use 5 sp per legendary shield summon.

Shield combination[edit]

At the 7th level you can combine up to 4 shields to make one, For the cost of 2 sp. Every level after 7 is able to add on another shield.

Tool Trainee[edit]

They become a master of 2 tools at level 7, and can pick two new profiences to get an extra +2 in.

Shield of Righteousness[edit]

At the 8th level, The user is able to cast a great white light onto their shield, turning their eyes blue and making the users hair glow white. This move must be attained the next time you sleep, and have a dream about an “angel” that holds out its hand. The shield hero must then grab their hand and say “I’m ready to lay down my life” This form represents the holy side of the shield hero and their mastery of defense, offense, and magical abilities. In this state that lasts 5 minutes. The shield hero is able to deflect any magical ability 5 times, regenerate 10 hp every other turn, gain an extra turn to attack, gains 10 more ac and gets an extra 4d12 dice to their Natural base damage. This form is an opposite to his “curse series” it cannot be stacked with it, however it can be stacked with the shields the player has collected through their journey. This move takes 4 sp to transform and After 10 minutes is up or the battle is over, this move will leave the user with a headache that damages them 1d4 every minute they must sleep to get rid of the affect. You do an extra 1d10 to evil enemies, and cursed enemies. They also damage you 1d10 more as well. (This move also improves as you level up, going up by 1 dice every level, and gaining 5 more deflects every time, and 5 more hp to your regeneration every time. At level 10, 15, and 20 you may gain an extra attack. The moves sp also goes by 2 every level.)

Intermediate Magic I[edit]

Starting at 9th level, You unlock an even greater arsenal of spells to have at your disposal. You gain the ability to cast the first level Cleric spells Detect Magic and Purify Food and Drink. You also gain access to the 2nd level Cleric spells Aid, Lesser Restoration, and Protection from Poison.

Ki Defense[edit]

Though your rigorous training as the the Shield hero, you unlock your latent abilities to use Ki. Starting at 10th level, you gain 2 ki points and it increases by 2 every other level up to a max of 16 at level 20. You can spend these Ki points to use a variety of abilities by using a form of Martial arts called Hengen Musou.

1. Collect: By spending 1 Ki point you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon or single target spell attack. When you do so, the damage you take from the attack is reduced by 2d10 + your Wisdom modifier + your Shield Hero level.

2. Ball: If you reduce the damage to 0 by using Collect, you can catch the missile with one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile does the same amount of damage that was reduced and doubles it, and this attack only has a range of 40 feet and a long range of 80 feet.

3. Wall: By spending 1 Ki point you can use an action to form an invisible barrier of Ki around your body to give yourself a +1 to AC for 1 minute(requires concentration).

4. Ki shield: The shield hero is able to give their self a buff of up to 4d12 of extra dice that stack, for 4 minutes at the expense of 1 ki point.

5. Shield Laser: Uses 2 ki points to cast a laser out of their shield, that does 5d10 + wisdom modifier times 2.

6. Regeneration: Casts a Regeneraton spell on the shield hero, that gives 1d20 + concentration per turn for 6 minutes, Costs 2 ki points.

7. Life forcefield: Casts an inner white field of energy around the weilder that cannot be broken by magic nor physical lasts 1 minute but can be canceled by the shield hero. Costs 3 ki points.

Shield of Rage III[edit]

Your anger grows even greater than before and transforms into the Shield of Rage III. At 11th level your anger and emotions have reached a new peak and transformed The Shield of Rage II into the Shield of Rage III(Like The others you fail the first saving throw when you activate it for the first time). You gain two new abilities with this Shield which are Wrath Fire and Blood Sacrifice. Wrath Fire allows you to use your reaction to absorb an incoming fire based spell and launch it back at your opponent in the form of a flaming dragon. Your opponent must make a constitution saving throw or take 7d12fire damage or half on a success. In order to cast Blood Sacrifice, you consume all but 1 HP. The total damage of Blood Sacrifice is equal to 4 times the consumed HP. At the start of your next round you drop to 0 HP and are cursed. The curse reduces all of your current stats by 30% including HP(rounded up). The Curse can only be cured by wrapping it in holy water bandages for 1d10 days. More info on both Wrath Fire and Blood Sacrifice can be found in the Shield List below.

Heroic Meditate[edit]

Acquired at level 11. This allows the user to go into a medative state, and Regenerate their Sp, and ki points. For every turn you use you get 15 sp points, and 8 ki points. This move also leaves you vulnerable for an extra 1d10 damage for the enemy attacking. Can be used outside of combat to regain all sp and ki points.

Shield of Righteousness II[edit]

At the 12th level. After mastering the first Shield of Righteousness, and the shield hero sleeps the hand will once again reach out to the player saying "You have done it, and now have the keys to true righteousness. Now use this power for good and slay every enemy before even if it means laying down yours" Once you take their hand the dream ends, and you wake up feeling stronger and more motivated than ever. This form makes the users eyes a light blue, and their hair spiky white. With the Shield of Righteousness II your base damage goes from 6d6 to 7d12, your regeneration goes from 20 to 40 per enemy and ally turns. Your reflects go from 15 to 30, your amount actions goes from 3 to 6. The shield hero also does 2d10 more to cursed and evil enemies, and vice versa. This transformation takes sp 12. You also get access to the "Radiant shield cross" this move does 8d12 + wisdom modifier times 3 it takes 5 sp. (This move also improves as you level up, going up by 2 dice every level, and gaining 10 more deflects, and 10 more hp to your regeneration. At level 15, and 20 you may gain an extra attack. The moves sp also goes by 4 every level.)

Intermediate Magic II[edit]

Your prowess in magic has advanced once again and you now have access to even greater spells. Starting at 13th level you can now cast the 2nd level Cleric spells Enhance Ability and Continual Flame. As well as gain access to the 3rd level Cleric spells Mass Healing Word, Protection from Energy, and Beacon of Hope.

Master of Tools[edit]

At 14th level people have labeled you a master of your craft and you have the skill to back it up. You gain mastery in all current tools sets you are currently proficient in. As well as you pick another 3 tools sets to become proficient in as well (You do not have mastery in these).

Shield of Righteousness III[edit]

Achieved at level 15. After sleeping yet again the hand for the last time will reach out for the shield hero, but this time the user must grab their hand without them saying a word. Because they know what the must do now. The Shield of Righteousness III makes the users hair grow longer and turns it into white with Hazel blue eyes. The user at this point has full control of this holy power and thus every strike from them that is 14 or above on a base roll the user gets another action to attack or change their shield. This form makes all their previous abilities even better. The user now gets guaranteed damage of 50 + strength modifier. 8d8 too 10d10 base damage, and 3d10 extra damage to cursed enemies vice versa. Your regeneration is taken too the next level, instead of 70 hp per second, 80 hp per enemy and ally turn. Your amount of reflect go from 50 to 60. Your amount of actions go from 6 to 7. You also get access to Radiant soul shield: this move does 15d15 and will instantly slay anything if your damage accumulated over 300 damage. This transformation takes 20 sp. (This move also improves as you level up, going up by 2 dice every level, and gaining 10 more deflects, and 10 more hp to your regeneration. At level 20 you may gain an extra attack. The moves sp also goes by 5 every level.)

Ki Defense Improvement[edit]

Through hard work and dedication you have trained your Ki abilities to the max. Starting at 15th level your Ki defense skills are improved to new heights.

1. Collect: Improves to 2d10 + your Wisdom modifier + your Shield Hero level.

2. Ball: Range increases to 40ft and a long range of 120ft.

3. Wall: Gives a +2 AC for 2 minutes(requires concentration).

4. Ki shield: Gives 5d10 extra dice + dice roll + attacking stat, for 4 minutes at the cost of 1 ki point.

5. Shield laser: 8d10 extra dice + dice roll + wisdom modifier times 3, Uses 2 ki points and 1 sp.

6. Regeneration: Grants the ability to regenrate 2d20 + con doubled lasts for 10 minutes, It’s cost is 4 ki points.

7. Life forcefield: casts a stronger white inner shield blocking all magic and physical damage for 5 minutes but can be canceled by the shield hero. Costs 4 ki points.

Improved Rage Shield III[edit]

Through countless hours of training, you have truly mastered the Curse Series and gained great strength because of it. Starting at 17th level, Iron Maidens damage die increases from a 4d12 to a 10d10. Blood Sacrifice also increases from 5 times your remaining HP to 7 times your remaining HP.

Advanced Magic[edit]

You master you have maximized your magical abilities to their fullest and achieved a mastery level in your use of support magic. Starting at 18th level, You gain access to the 3rd level Cleric spells Dispel Magic and Clairvoyance. You also gain access to the 4th level Cleric spells Death Ward, Freedom of Movement, and the 5th level Cleric spell Mass Cure Wounds.

Revelation[edit]

Through your journey's throughout the land you have become the worlds greatest Hero and have achieved complete Mastery over your abilities as the Shield Hero. Starting at level 20 you can now call upon the Power of Revelation the strongest ability the heroes can achieve. By combining your Shield, Ki, and Magic together you achieve the ultimate skill called Revelation. By consuming 5 Ki points, 5 SP points, and a Magic spell you know of your choice, you can transform that spell into the 9th level variant of it(i.e. casting Mass healing Word with Revelation. You can only do this once per long rest.

Legendary shield list[edit]

After the 6th and beyond you may choose 10 shields from this list. Make sure you choose a shield with a rank you can use. The user may decide what the shield looks like.

Rank 1-4: takes 1 sp

Ranks 5-9: takes 2 sp

Ranks 10-14: 3 sp

Ranks 15-19: 4 sp

Ranks 20-25: 10 sp.


Counter shield: If an enemy targets the user with this shield with a physical attack it reflects the exact damage back onto their opponent. Rank: 10 type: strength

Counter shield II: If an enemy targets the user with counter shield II the enemy will take double the damage back onto them. Rank: 12 type: strength

Counter shield III: If an enemy targets the user with the counter shield III, the enemy will take triple the damage back onto them. Rank: 14 type: strength

Alleviation Shield: It allows the shield hero to heal themself, and others for 4d10 + wisdom. In order to cast this spell on another person you must be at least 40 ft within their range. type: con Rank: 8

Alleviation shield II: It allows the shield hero to heal themself, and others for 5d12 + wisdom. In order to cast this spell on another person you must be at least 60 ft within their range. type: con Rank: 11

Alleviation shield III: It allows the shield hero to heal himself, and others for 8d10 + wisdom. In order to cast this spell on another person you must be at least 80 ft within their range. type: con Rank: 15

Wise shield: Grants the user +10 to their wisdom temporarily until shield is disabled or changed. Rank:10 type: wisdom

Wise shield II: Grants the user +15 to their wisdom temporarily until changed or disabled. Rank: 13 type: wisdom

Wise shield III: Grants the user +20 to their wisdom temporarily until changed or disabled. Rank: 16 type: wisdom

Dexterous shield: Grants the user +10 to their Dex temporarily until changed or disabled. Rank: 10 type: Dex

Dexterous shield II: Grants the user +15 to their dex temporarily until changed or disabled Rank: 13 type: Dex

Dexterous shield III: Grants the user +20 to their dex temporarily until changed or disabled. Rank: 16 Type: Dex

Power shield: Gives +10 to the users' strength until changed or disabled. Allows the user to “Power bash” which is a bash that does 5d12 + strength mod. Rank:10 type: strength

Power shield II: Gives +15 to the users' strength until changed or disabled. Allows the user to “Power bash” which is a bash that does 7d12 + strength doubled mod. Rank:13 type: strength

Power shield III: Gives +20 to the users' strength until changed or disabled. Rank:16 type: strength

Wall shield: Turns the users' shield into a wall which grants them an extra +15 ac, and halves magical damage. Rank:10 type: Con

Wall shield II: Turns the users' shield into a wall which grants them an extra +20 ac, and 75% of magical damage. Rank:13 type: Con

wall shield III: turns the users' shield into a wall which grants them an extra 25 ac, and all magical damage. Rank: 15 type: Con

Quick shield: Grants the ability to attack twice with any move, including quick bash which does 3d10 + strength modifier. rank: 10 type: Dex

Quick shield II: Grants the ability to attack thrice with any move, including quick bash which does 4d12 + strength modifier times 2. rank: 12 type: Dex

Quick shield III: Grants the ability to attack quadruple with any move, including quick bash which does 5d12 + strength modifier times 3. rank:15 Type: Dex

Speed shield: Grants a buff to your speed by three times your ft. rank:10 type: Dex

speed shield II: Grants a buff to your speed by 5 times your ft. rank: 12 type: Dex

speed shield III: Grants a buff to your speed by 8 times your ft. rank: 15 type: Dex

Blazing shield: If this shield is touched it does 2d10 fire damage and if the users' attacks it does 2d10 base damage and 2d10 fire damage. rank: 8 type: wisdom

Blazing shield II: If this shield is touched it does 3d10 fire damage and if the users' attacks it does 3d10 base damage and 3d10 fire damage. rank: 11 type: wisdom

Blazing shield III: If this shield is touched it does 4d10 fire damage and if the users' attacks it does 4d10 base damage and 4d10 fire damage. rank: 13 type: wisdom

Chain shield: Able to send chains out and trap their target with them the dc is 25 dex. It traps the opponent for 3 turns. rank: 9 type: Charisma

Chain shield II: Able to send chains out and trap their target with them the dc is 35 dex. It traps the opponent for 4 turns. rank: 12 type: charisma

Chain shield III: Able to send chains out and trap their target with them the dc is 40- dex. It traps the opponent for 4 turns. rank: 15 type: charisma

Canon shield: Turns the users' shield into a canon, doing 8d10 times three wisdom mod. This move also takes two turns or two actions to charge. rank: 10 type: wisdom

Canon shield II: Turns the users' shield into a canon, doing 10d10 times four wisdom mod. This move also takes two turns or two actions to charge. rank: 13 type: wisdom

Canon shield III: Turns the users' shield into a canon, doing 12d12 times five times wisdom mod. This move also takes two turns or two actions to charge. rank:16 type: wisdom

Warp shield: The user is allowed to teleport behind or in front of a targeted foe and do “Surprise Bash” Which does 4d10 + strength modifier. Can only teleport to one person at a time basically locking you in combat with them after the move has been used on the selected target. Rank:10 type: wisdom

Past shield: Allows the shield hero to re-roll their attack once per attack and allows them to use “Past Bash” which does 3d12 and their foe must make a dc of 20 to see if their dizzy or not. Rank: 12 type: Con

ghost shield: Allows the user for 3 turns to go invisible and be untouchable to any sort of damage. You cannot attack your opponent either. type: Dex

Flight shield: Allows the shield hero to fly for 3 minutes. (The first three times you use this shield, you have hard time controlling it.) This also gives you access to "soaring flight bash" which does 5d12 + 1 dice for every 10 ft of height. You may fly 120 ft in the air at most, and for every 40 ft the user uses 1 sp for a total of 3 sp for maximum height. Rank: 10 type: Strength

Time shield: If a foe or friend hits this shield and misses the shield hero's ac, time will stop for 10 seconds giving you a chance to roll 1d2 for how many moves you can do. Rank: 10 type: wisdom

Time shield II: If a foe or friend hits this shield and misses the shield hero's ac, time will stop for 20 seconds giving you a chance to roll 1d4 for how many moves you can do. Rank: 13 type: wisdom

Time shield III: If a foe or friend hits this shield and misses the shield hero's ac, time will stop for 30 seconds giving you a chance to roll 1d8 for how many moves you can do. Rank: 16 type: wisdom

Shield List[edit]

The Shield list provided is only a starting guide for characters as each creature that you collect in D&D should give their own shield. It is encouraged to discuss possible new shields with your DM for monsters that you and your party might defeat later down the line. As the current list will only cover the shields shown throughout the original series.

<WORK IN PROGRESS>

Small Shield

The original form of the legendary shield. It is a Heater type made out of a silver colored metal with a green crystal in the center


Accessibility: Obtained by gaining your first level in the Shield Hero Class

Class Level Requirement: 1st Level

Equip Bonus: You gain a +2 to AC while the shield is equipped


Orange Small Shield

A round shield made of a hard orange and red shell with an orange crystal in the center.


Accessibility: Obtained by absorbing the carapace of a Giant Fire Beetle.

Class Level Requirement: 1st Level

Special Effect: You gain a +1 to AC while the shield is equipped and half all fire damage done to you.


Yellow Small Shield

A round shield made from hide and pale yellow and orange fur with a yellow crystal in the center.


Accessibility: Obtained by absorbing some hide and fur from a Jackal.

Class Level Requirement: 1st Level

Special Effect: You gain a +1 to AC while the shield is equipped.


Leaf Shield

A green shield that takes the shape of a scalloped Leaf with a dark green crystal in near the top.


Accessibility: Obtained by absorbing some leaves from 5 different plants.

Class Level Requirement: 1st Level

Equip Bonus: While the shield in equipped you improve the quality of plants you may find. This increase doubles the GP value of the plants.


Hate Shield

A black shield that has a giant red orb on the front of the shield.


Accessibility: Obtained by absorbing another basic shield.

Class Level Requirement: 1st Level

Equip Bonus: When this shield is equipped, you gain a +3 to AC and a temporary 5 hit points.

Shield Skill: Hate Reaction. Taunt all enemies in a 30ft radius to target and attack you.


Fish Shield

A round shield that has casting mechanism on the front of the shield with a blue crystal above it.


Accessibility: Obtained by absorbing a fishing rod.

Class Level Requirement: 1st level

Equip Bonus: When this shield is equipped, you gain a +2 to survival checks that involve fishing.

Shield Skill: This shield can be used as a fishing rod. While being used as a fishing rod, you gain a +2 to survival checks that involve fishing.


Red Small Shield

A kite like shield the resembles the shape of a beak with red feathers etched into the design. There is a red crystal in the center of the shield.


Accessibility: Obtained by absorbing the beak and feathers of a blood hawk.

Class Level Requirement: 1st Level

Special Effect: You gain a +2 to AC with this shield equipped.


Mush Shield

A round shield resembeling the top of a brown mushroom with a green crystal in the center of the shield


Accessibility: Obtained by absorbing any 5 kinds of fungus

Class Level Requirement: 1st Level

Equip Bonus: When this shield is equiped you can identify poisonous plants from edible plants allowing you to forage for twice as much food. Aditionaly you get a +1 bonus to survival checks when foraging for food


Blue Mush Shield

A raound shield with a shade of blue resembeling the top of a mushroom and a green crystal in the center of the shield


Accessibility: Obtained by researching wild plants and herbs

Class Level Requirement: 1st Level

Equip Bonus: When using the herbalism kit you can make products in half time and with double the usualy amount


Green Mush Shield

A small green target shield with a green crystal in the corner. This shield has the resembelance of a small set of herbalist tools with all the tools attached to the shield through unknown means


Accessibility: Obtained after absorbing a herbalism kit

Class Level Requirement: 1st Level

Equip Bonus: this shield can be used as a substitute to a herbalism kit with the added benefit of being able to store up to 100 pounds of materials used for making produce with the herbalism kit. These materials are stored in two metalic pouches attacked to the top of the shield


Small Poison Shield

A dark green Heater shield with a symbol of a bottle with a green substance in the midle of it while a brown crystal was presented as the cap of the bottle


Accessibility: obtained after absorbing some mildly poisonous plants or expired medicine

Class Level Requirement: 1st Level

Equip Bonus: while this shield is equiped you have half resistance to poison damage


Small Medicine Shield

A white heater shield with a symbol of a bottle with a red substance in the midle of it while a blue crystal acts as the cap of the bottle


Accessibility: obtained after absorbing a healing potion

Class Level Requirement: 1st Level

Equip Bonus: while this shield is equipped any healing received or given will be increased by 1d4.

Egg Shield

A round white shield with a metal pot, knives, forks, a stirring spoon, and a ladle attacked to it through unknow means. the utensils can be detached and atached back to the shield.


Accessibility: obtained after absorbing cooks utensils

Class Level Requirement: 1st level

Equip Bonus: This shield can be used as a substitude to the cooks utensils with the added benefit of doubling the amount of food made with this shield


Blue Egg Shield

A blue buckler with a transparent crystal in the middle


Accessibility: Obtained after absoring rotten or spoiled food

Class Level Requirement: 1st Level

Equip Bonus: While this shield is equiped it can be used to identify the quality of food and drinks with the gem changing colour acordingly to the produces state (ranges from black to white with white being incredibly saturating and black being rotten to the point of needing an illusion spell to hide it)


Sky Egg Shield

This shiled looks like a target shield with a cookbook attacked to it


Accessibility: obtained after absoring cooking ingredients

Class Level Requirement: 1st Level

Equip Bonus: while this shield is equiped it allows you to make more nourishing meals which in term doubles their GP walue


Calorie Shield

A orange buckler resembling a swirl effect with a lime crystal in the center


Accessibility: Obtained after absorbing a potion of climbing

Class Level Requirement: 2nd level

Equip Bonus: While this shield is equiped you gain climbing spped equal to your movement speed


Energy Shield

A neon blue target shield with a white crystal in the center


Accessibility: Obtained after absorbing medicine used to enhance ones physical capabilities

Class Level Requirement: 2nd Level

Equip Bonus: while this shield is equipped you will regain 1 SP every hour


Potential Energy Shield

A white buckler with a symbol resembling yellow sparks with a gray crystal in the middle.


Accessibility: Obtained after absorbing a potion of speed

Class Level Requirement: 2nd level

Equip Bonus: while this shield is equipped you can use your bonus action as an action 5 times between long rests


Rabbit Leather Shield

A round leather shield with a red crystal in the middle


Accessibility: obtained after absorbing hide from an rabbit

Class Level Requirement: 2nd Level

Equip Bonus: while this shield is equipped your dexterity score is raised by 1


Rabbit meat Shield

A buckler that looks like raw meat with a red crystal in the center


Accessibility: Obtained after absorbing raw meat from a freshly skinned animal

Class Level Requirement: 2nd Level

Equip Bonus: while this shield is equipped you will become more adept at using your knifes and blades when skinning animals and separating their meat from their skin and bones allowing you to get a better price when selling them.


Whetstone Shield

A huge heater shield made completely out of whetstone with a pattern of slots of all shapes and sizes around it allowing you to store all kinds of blades in the shield


Accessibility: Obtained after absorbing a whetstone.

Class Level Requirement: 3rd level

Equip Bonus: while this shield is equipped you gain a +3 bonus to AC.

Special Effect: While this shield is equipped you will be able to store any bladed weapon in its many slots up to a maximum of 8. While these weapons are stored a repairing process will start with rusted weapons taking 8 hours to repair completely and slightly damaged weapons will take 1 hour. Additionally if a weapon is fully repaired it will gain a +1 bonus to its attack roll and damage. This shield uses up he users SP at a rate of 1 SP per hour for each weapon

Pickaxe Shield

a black buckler shield with a green crystal in the center with two handles coming out from the center of the shield to its sides and both ending with what seems to be the head of a pickaxes curving around the shield


Accessibility: Obtained after absorbing a pickaxe

Class Level Requirement: 2nd Level

Equip Bonus: You have an innate ability to hit the perfect spot when mining ores allowing you to gather twice as much materials when mining


Rope Shield

A small round shield that looks like rope sprouting from the center green crystal in a circular pattern while being held together through unknown means


Accessibility: Obtained after absorbing rope.

Class Level Requirement: 3rd Level

Equip Bonus: while this shield is equipped you will be able to chant the words "Air strike shield" which will conjure up a transparent green heater shield with a symbol of wings. This shield will can be conjured up to a distacne of 30 feet and there can only be 2 present at the same time. This shield can be used to block of paths as an action or used as a reaction to defend an ally or yourself by raising your AC by 2. This shield can remain suspended in the air and used as a platform and lasts for 1 minutes or until the creator dismisses it. Additionally the shield has an AC of 11 and 25 HP.

Special Effect: You can conjure up a rope that comes from the crystal in the center of the shield. A maximum amount of rope that can be expended is 60 feet and the rope cant be detached from the shield once it reaches this limit.

Two Headed Black Dog Shield

A black heater shield with a steel outline and two Death dog heads next to the black crystal in the middle.


Accessibility: Obtained after absorbing Death Dog remnants

Class Level Requirement: 3rd Level

Equip Bonus: While this shield is equipped you will become aware of hostile creatures within 30 feet of you.

Special Effect: While this shield is equipped if you are attacked with a melee weapon and the attacker is within 5 feet of you, you can use you'r reaction to animate the dog heads and make them attack the provoker with a bite attack. This attack has a 2 minute cooldown Bite: Melee weapon attack: +6 Hit: 3d4 piercing damage


Light Metal Shield

A Celtic shield made out of an alloy of steel and bronze with a white crystal in the center


Accessibility: Obtained after absorbing steel and bronze (if one is absorbed separately without the other the shield will not be unlocked until the other component is absorbed)

Class Level Requirement: 4th Level

Equip Bonus: While this shield is equipped you get a +2 to AC and you add your proficiency bonus when making saves against spell attacks


Wood Shield

A round buckler made entirely out of wood with a circular branch as the outline and an oak brown crystal in the center


Accessibility: Obtained after absorbing a branch, plank, stick, log, etc.

Class Level Requirement: 2 Level

Equip Bonus: while this shield is equipped you are effectively an above average lumberjack with the skill to cut down a tree with ease. You cut down trees twice as fast


Centipede Shield

A round shield with the look of a centipede twisting into a spiral with a yellow crystal in the center


Accessibility: Obtained after absorbing the remnants of a giant centipede

Class Level Requirement: 4th Level

Equip Bonus: while this shield is equipped you gain advantage against saving throws against getting paralyzed.


Pipe Shield

A smaller version of a war-door shield that has the look of many pipes connecting and leading to the green crystal in the center of the shield


Accessibility: Obtained after absorbing pipes

Class Level Requirement: 4th Level

Equip Bonus: while this shield is equipped as an action or a reaction you are able to chant the words "Shield prison" which will conjure up a sphere of shields held together by chains and other unknown means. This sphere can have a diameter between 10 to 15 feet has and AC of 14 and 35 HP and can be conjured within the range of 30 feet. The Sphere has resistance to nonmagical bludgeoning, piercing and slashing damage.


Animal Needle Shield

A seemingly regular shield with a red crystal in the center until its ability is activated


Accessibility: Obtained after absorbing the spikes from a tail of a manticore

Class Level Requirement: 4th Level

Equip Bonus: while this shield is equipped your unarmed strike will deal an extra +1 to damage

Special Effect: While this shield is equipped it looks like a more or less average shield, but when you are attacked by someone within range of 15 feet you can use your reaction to cause the shield to eject a series of spikes at the attacker dealing 2d4 piercing damage and reduce the movement speed of that person by 5 feet. This ability has a cooldown of 2 minutes.


Inter-Dimensional Locust Shield

A shield with a green locusts head on the front of it, when you summon the locusts the mouth of the shield will open to release them


Accessibility: Obtained after absorbing at least 12 different types of locusts

Class Level Requirement: 4th Level

Equip Bonus: Summon anywhere from 12-15 locusts, each having a hit point of 1, and have them attack your opponent. Each locust will do 1 hit point of damage.


Inter-Dimensional Lower Bee Shield

Description


Accessibility: Obtained by absorbing giant wasp or bee stinger

Class Level Requirement: 3rd level

Equip Bonus: When attacked the attacker suffers 1d6 piercing damage, and the target must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 Hit Points, the target is stable but Poisoned for 1 hour, even after regaining Hit Points, and is Paralyzed while Poisoned in this way.


Inter-Dimensional Zombie Shield

Description: A black shield with a singular purple gem stone at the center


Accessibility: Obtained after absorbing a dead humans flesh

Class Level Requirement: 4th Level

Equip Bonus: Summon an undead soldier, resistant to fire damage, with an AC of 10, and health = to half of yours. This undead soldier can do 1d8 of damage. When you get to level 8, the amount of undead soldiers changes from 1 to 2.


Bee Needle Shield

Description


Accessibility: absorbing a normal bee or wasp corpse

Class Level Requirement: 1st level

Equip Bonus: When attacked with a melee weapon attack or a ranged weapon attack within 20 feet, the attacker suffers 1d6 piercing damage and is paralyzed unless they succeed on a Constitution Saving Throw. The target can make a constitution saving throw by using an action to try to get rid of the paralysis. Otherwise the paralysis lasts for one minute.


Chimera Meat Shield

Description


Accessibility:

Class Level Requirement:

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Chimera Bone Shield

Description


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Chimera Leather Shield

Description


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Chimera Viper Shield

Description


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Monster User Shield

Description


Accessibility: Absorb organic material from a friendly creature

Class Level Requirement: 4th level

Equip Bonus: All companions of a different race gain a+1 bonus to any stat per level up


Monster Egg Shield

Description


Accessibility: absorb eggshells

Class Level Requirement: 2nd level

Equip Bonus: you gain the cook feat


Monster User Shield II

Description


Accessibility: taking a long rest with monster user shield I equipped

Class Level Requirement: 3rd

Equip Bonus: all companions of a different race gain +1 to 2 stats of their choice per level up


White Usapil Shield

Description


Accessibility: obtained by absorbing any white animal hide

Class Level Requirement: 2nd level

Equip Bonus: You can gain +1 AC once per round you can use this ability twice until you need a short or long rest to recharge


Dark Porcupine Shield

Description


Accessibility: absorb dark animal hides

Class Level Requirement: 3rd

Equip Bonus: while equipped you have an advantage on any dexterity checks


Usapil Bone Shield

Description


Accessibility: Absorb a small animals bones

Class Level Requirement: 1st

Equip Bonus: you can expend a hit dice to regain up equal to the total you can use this ability once per day


Porcupine Bone Shield

Description


Accessibility: unlocked by absorbing a medium sized animals bones

Class Level Requirement: 1st

Equip Bonus: once per day you can cast Airstrike Shield without expending any spell slots


Voice Gengar (bat form) Shield

Description


Accessibility: absorb a normal or large bats parts

Class Level Requirement: 3rd

Equip Bonus: While equipped you gain resistance to thunder damage Shield ability:Megaphone:While this shield is equipped you gain thunder wave as a cantrip


Voice Gengar (rat form) Shield

Description


Accessibility: Absorb a wererats, giant rats,or normal rats hide

Class Level Requirement: 3rd

Equip Bonus: You can impose disadvantage on rolls that attempt to blind you

Shield ability:Megaphone:While this shield is equipped you gain thunder wave as a cantrip

Crystal Ore Shield

Description


Accessibility: absorb a gemstone above or equal to 50 Gp in value

Class Level Requirement: 2nd

Equip Bonus: You gain proficiency in an artisans tool of your choice


Book Shield

Description


Accessibility: absorb any book and/or tome

Class Level Requirement: 2nd

Equip Bonus: you have +1 on all magic related rolls such as arcana checks


Torrent Shield

Description


Accessibility:

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Blue Torrent Shield

Description


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Black Torrent Shield

Description


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Anti-Poison Shield

Description


Accessibility: absorb at least a drop of antitoxin

Class Level Requirement: 2nd

Equip Bonus: You gain immunity to the poisoned status and gain resistance to poison damage


Gurihosato Shield

Description


Accessibility: absorb plant monster glucose

Class Level Requirement: 2nd level

Equip Bonus: ALL plant monsters have disadvantage on attack rolls against you


Medicine Shield

Description


Accessibility: Absorb at least a drop of any healing potion

Class Level Requirement: 4th level

Equip Bonus: When you apply a healing item you can have all friendly creatures in range regain half of the total


Plant Fire Shield

Description


Accessibility: Comes with the Gurihosato shield

Class Level Requirement: 1st level

Equip Bonus:All fire damage toward you is halved


Killer Insect Alpha Shield

Description


Accessibility: Absorb insect bodily juices

Class Level Requirement: 2nd

Equip Bonus: all insectoid creatures have disadvantage on attack rolls against you


Iron Ore Shield

Description


Accessibility: Absorb raw or refined iron

Class Level Requirement: 1st level

Equip Bonus:you gain +2 to all rolls with blacksmith tools


Copper Ore Shield

Description


Accessibility: absorb raw or refined copper

Class Level Requirement: 1st level

Equip Bonus: you gain +1 to all rolls using blacksmiths tools


Silver Ore Shield

Description


Accessibility: absorb raw or refined silver

Class Level Requirement: 2nd

Equip Bonus: -2 to all fiends attack rolls against you


Lead Ore Shield

Description


Accessibility: Absorb raw or refined lead

Class Level Requirement: 1st

Equip Bonus: You can gain +1 ac as a reaction to an attack once per battle


BioPlant Shield

Description


Accessibility: Absorb the seeds of a plant monster

Class Level Requirement: 5th

Equip Bonus: You can use the point buy system to edit the stats of a plant as a seed the seed also grows 2x faster


Mandragora Shield

Description


Accessibility: Absorb a seed modified by the bio plant shield

Class Level Requirement: 3rd

Equip Bonus: you can give the modified seed one feat that can be a bit more plant themed at the dms discretion


Bee needle Shield II

Description


Accessibility: An upgrade of the regular bee shield unlocked by attuning it in a long rest with it equipped

Class Level Requirement: 2nd level

Equip Bonus: When attacked by a physical or ranged weapon attack within 30 feet, the attacker suffers 2d6 piercing damage and is paralyzed unless they succeed on a Constitution Saving Throw. The target can make a constitution saving throw with disadvantage by using an action to try to get rid of the paralysis. Otherwise the Paralysis lasts for 10 minutes.


Shadow Shield

Description


Accessibility: Absorb the parts of an evil aligned creature

Class Level Requirement: 6th level

Equip Bonus: Evil Aligned Creatures have disadvantage on attack rolls and skill checks against you.

Soul Eater Shield

Description


Accessibility: Absorb a soul eaters parts

Class Level Requirement: 5th level

Equip Bonus: when you make a melee attack you can use a bonus action to disable a first level spell slot on the target until they complete a short or long rest. (2nd level at 15th level) If the opponent is not a spell caster or is a spirit of some sort you can deal 1d10 necrotic damage


Blue Shark Shield

Description


Accessibility: Absorb a large or medium fish creatures fin

Class Level Requirement: 2nd level

Equip Bonus: You gain a swim speed equal to your movement speed. If you already have a swim speed it is increased by 10 feet.


Shark Bite Shield

Description


Accessibility: Absorb a large or medium fish creatures sharpest tooth/teeth

Class Level Requirement: level 2

Equip Bonus: when you are attacked by a melee weapon attack you can deal 2d4 piercing damage to the attacker


Dragon Hourglass Sand Shield

Description


Accessibility: Absorb at least a drop of holy water

Class Level Requirement: 4

Equip Bonus: You can use misty step as a bonus action once per short rest.

Whale Shield

Description


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Whale Skin Shield

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Whale Meat Shield

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Whale Bone Shield

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Whale Eye Shield

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Whale Magic Core Shield

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Ether Shield

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Energy Shield

Description


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Whale Magic Core Shield

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Spirit Tortoise Heart Shield

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Beginner's Small Shield

Description


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Beginner's Small White Shield

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Nue Shield

Description


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White Tiger Clone Shield

Description


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White Tiger Pelt Shield

Description


Accessibility:

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White Tiger Fang Shield

Description


Accessibility:

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Demon Dragon Shield

Description


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Spirit Tortoise Carapace Shield

Description


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Shield of Rage I

Description: The burning hatred within you has brought forth untold power... Beware this power will consume any who dares to wield its power without a strong will.

Accessibility: Betrayal, Incredible Loss, or Reaching the Third Level

Class Level Requirement: level 3

Equip Bonus: The Shield engulfs all who dare to oppose the will of hatred, anger, and betrayal in the flames of hatred. Attacks with the shield deal 2d10 + 5 fire damage, Unarmed Strike bludgeoning damage, if the attack hits the target, the creature must make a Wisdom saving throw with a DC equal to the Shield Hero's Spell Save DC. The creature is engulfed in the burning hatred and takes 1d6 fire damage at the start of your turn and it's turn. If a hostile creature attempts to make a melee attack against the Shield Hero, the Shield of Rage gets an opportunity attack against the target, if the opportunity attack is successful the target must make the Wisdom saving throw with disadvantage.

Shield of Rage II

Description: Your thoughts turn towards revenge and committing said revenge no matter the cost.


Accessibility: Be at least level 5 in this class, have unlocked Shield of Rage I, and also watch a loved one die.

Class Level Requirement: level 5

Equip Bonus: While equipped with this shield, the effects of Shield of Rage I get increased, you gain the Iron Maiden attack, and you gain the Firebolt cantrip and can use one SP to cast Burning Hands as an action.


Shield of Rage III

Description


Accessibility:

Class Level Requirement:

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Improved Shield of Rage III

Description


Accessibility:

Class Level Requirement:

Equip Bonus:

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shield Hero class, you must meet these prerequisites: 13 Con and 11 Wis

Proficiencies. When you multiclass into the Shield Hero class, you gain the following proficiencies: Shields


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