Shield Hero (5e Class)

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The Shield Hero[edit]

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 of the The Rising of the Shield Hero, the Shield Hero, one of the four cardinal hero's 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 the 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 2 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 +3 0
6th +3 9 Shield of Rage II, Magic Empowered Attacks +3 0
7th +3 11 Tools Trainee +4 0
8th +3 12 Ability Score Improvement, Ability Score Improvement +4 0
9th +4 14 Intermediate Magic I +5 0
10th +4 15 Ki Defense +5 2
11th +4 17 Shield of Rage III +5 2
12th +4 18 Ability Score Improvement, Ability Score Improvement +6 4
13th +5 20 Intermediate Magic II +6 4
14th +5 21 Master of Tools +6 6
15th +5 23 Ki Defense Improvement +7 6
16th +5 24 Ability Score Improvement, Ability Score Improvement +7 8
17th +6 26 Improved Rage Shield III +7 8
18th +6 27 Advanced Magic +8 10
19th +6 29 Ability Score Improvement, Ability Score Improvement +8 10
20th +6 30 Revelation +8 12

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.

Shield Defense[edit]

At 1st level your Shield gains the ability to grow more powerful as you level up. You start off with a bonus of +1 to your AC, which increases as you gain levels on this class, as shown in the Shield Defense column on the Shield Hero table.

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. 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). 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 6th level, Your anger and emotions become stronger and transform your Shield of Rage I into the Shield of Rage II (Upon the first time using it you also instantly fail the first saving throw). Its damage increases as well as give you access to the formidable attack called Iron Maiden. When casting Iron Maiden you must have the Pipe Shield mastered in order to activate the prison shield ability. Then by using Change Shield you can call upon Iron Maiden by consuming your remaining SP points to deal 1d6 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 and damage.

Tools Trainee[edit]

At 7th level, You can choose up to two different sets of tools to become proficient in.

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 12 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 1d10 + your Wisdom modifier + your Shield Hero level.

2. Ball: If you reduce the damage to 0 by using Collect, you can catch the missile if it is small enough for you to hold in 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, but this attack only has a range of 20 feet and a long range of 60 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).

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 5d10 fire 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 2 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.

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 2 tools sets to become proficient in as well (You do not have mastery in these).

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).

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 d6 to a d8. Blood Sacrifice also increases from 2 times your remaining HP to 3 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.

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

Equip Bonus: You gain a +1 to AC while the shield is equipped.


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

Equip Bonus: 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 and reduces the amount of work that is needed to craft healing potions by half.


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

Equip Bonus: You gain a +2 to AC with this shield equipped.


Mush Shield

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Blue Mush Shield

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Green Mush Shield

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Small Poison Shield

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Small Medicine Shield

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Egg Shield

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Blue Egg Shield

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Sky Egg Shield

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Calorie Shield

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Energy Shield

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Potential Energy Shield

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UsaLeather Shield

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UsaMeat Shield

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Sharpening Shield

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Pickaxe Shield

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Rope Shield

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Two Headed Black Dog Shield

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Light Metal Shield

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PikyuPikyu Shield

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Wood Shield

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Butterfly Shield

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Pipe Shield

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Animal Needle Shield

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Mortar Shield

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Beaker Shield

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Inter-Dimensional Locust Shield

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Inter-Dimensional Lower Bee Shield

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Inter-Dimensional Zombie Shield

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Bee Needle Shield

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Chimera Meat Shield

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Chimera Bone Shield

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Chimera Leather Shield

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Chimera Viper Shield

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Monster User Shield

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Monster Egg Shield

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Monster User Shield II

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White Usapil Shield

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Dark Porcupine Shield

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Usapil Bone Shield

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Porcupine Bone Shield

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Voice Gengar (bat form) Shield

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Voice Gengar (rat form) Shield

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Crystal Ore Shield

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Book Shield

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Torrent Shield

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Blue Torrent Shield

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Black Torrent Shield

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Anti-Poison Shield

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Gurihosato Shield

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Medicine Shield

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Plant Fire Shield

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Killer Insect Alpha Shield

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Iron Ore Shield

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Copper Ore Shield

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Silver Ore Shield

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Lead Ore Shield

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BioPlant Shield

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Mandragora Shield

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Bee needle Shield II

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Shadow Shield

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Soul Eater Shield

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Blue Shark Shield

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Shark Bite Shield

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Dragon Hourglass Sand Shield

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Whale Shield

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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

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Whale Magic Core Shield

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Spirit Tortoise Heart Shield

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Beginner's Small Shield

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Beginner's Small White Shield

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Nue Shield

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White Tiger Clone Shield

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White Tiger Pelt Shield

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White Tiger Fang Shield

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Demon Dragon Shield

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Spirit Tortoise Carapace Shield

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Shield of Rage I

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Shield of Rage II

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Shield of Rage III

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Improved Shield of Rage III

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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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