Shield Maiden (5e Class)

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Shield Maiden[edit]

As she rushes the battle field, the heavens part. Ray's of sunlight shine on her alone. Her shield turns to lightning and with a mighty throw worthy to mimic the mighty Mjolnier, throws her shield at her first foe striking it with a thunderous *boom*. It then ricochets to another target... and another... and another... before returning back to the Maiden, where she stands on top of an unfortunate soul, sword buried deep within its heart.

Wave after wave of enemy charge at a lone female warrior. But try as they might, none are swift enough, nor skilled enough, nor strong enough to penetrate her defenses. With a mighty swing of her sword and a devastating bash of her shield... 3 more foes fall never to rise. Now joined by her comrades, they begin the counter attack at an enemy running scared.

Shield Maiden... a rare, brave and fascinating woman, with the courage of a man who chooses to accompany them fighting on the front lines amongst the bravest warriors to ever walk Erredon. Charging into battle with her company or alone, axe or spear, shield in hand, she is a fearful foe many would be right to flee against.

Creating a Shield Maiden[edit]

Quick Build

You can make a Shield Maiden quickly by following these suggestions. First, strength should be your highest ability score. Consider taking a higher Wisdom score should you choose Path of the Gods. Other than that, Constitution should be your second choice. Next, choose the outlander background.

Class Features

As a Shield Maiden you gain the following class features.

Hit Points

Hit Dice: 1d10 per Shield Maiden level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Shield Maiden level after 1st

Proficiencies

Armor: Light armor, medium armor, and shields
Weapons: Simple weapons, longswords, warhammers.
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Intimidation, Nature, Perception, Survival

Equipment

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

  • (a) longsword or (b) warhammer or (c) any simple weapon
  • Leather Armor and Shield
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a spear or (b) leather belt and a bag

Table: The Shield Maiden

Level Proficiency
Bonus
Unyielding Dice Features Grace
1st +2 Shield Bash
2nd +2 Spirit Animal
3rd +2 2d4 Path Choice 3
4th +2 2d4 Ability Score Improvement 4
5th +3 3d4 Path Choice Feature 5
6th +3 3d4 Maiden's Second Chance 6
7th +3 4d6 Path Choice Feature 7
8th +3 4d6 Ability Score Improvement 8
9th +4 5d6 Path Choice Feature 9
10th +4 5d6 Spirit Animal Buff 10
11th +4 6d8 Path Choice Feature 11
12th +4 6d8 Ability Score Improvement 12
13th +5 7d8 Unbreakable Armor 13
14th +5 7d8 Path Choice Feature 14
15th +5 8d10 Spirit Animal Buff 15
16th +5 8d10 Ability Score Improvement 16
17th +6 9d10 Survivor 17
18th +6 9d10 Path Choice Feature 18
19th +6 10d12 Ability Score Improvement 19
20th +6 10d12 Sindri and Brokkr's Gift 20

Shield Bash[edit]

At 1st level, the Maiden has the ability to not only use her shield for defense but also may use it as a weapon. She can make a lunging attack up to 10 feet, closing the distance with her target, bashing it with her shield causing 1d4 plus your Strength modifier and the shield bonus to your AC in bludgeoning damage. The damage die increases to a d6 at 5th level, d8 at 11th level, and d10 at 17th level.

Spirit Animal[edit]

At 2nd level, the Maiden may go on a hunt (skill challenge described by your DM). Once the hunt is complete, you may perform a 1 hour ritual binding the spirit to you as a friend. Use the monster stat block for your companion with the following changes: Creature Type - Spirit; Resistances - Bludgeoning, Piercing and Slashing from non-magical weapons. The spirit animal will obey your commands as best as an animal can. It takes its turns on your initiative, but it doesn't take an action unless you command it to. On your turn, you can issue verbal commands to your spirit animal (this requires no action by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or use the Help Action. Once the Shield Maiden has gained her Extra Attack feature (path of the valkyrie) she may forgo one of her weapon attacks to allow her spirit animal to take the Attack action. If the Shield Maiden becomes absent or incapacitated, her spirit animal will act on its own, focusing its efforts on protecting you and itself. The spirit animal does not require the Shield Maidens command to use its reaction, such as when making an opportunity attack. If her spirit animal dies, you must complete a hunt (skill challenge) as defined by your DM. Once the hunt is complete, you may perform the 1 hour ritual to bring the spirit to friendship.

Choose Your Path[edit]

At the 3rd level, your Shield Maiden chooses a path to follow, which allows you to gain additional features and benefits at the 3rd, 5th, 7th, 9th, 11th, 14th, and 18th level The two choices are Path of the Valkyrie and Path of the Gods. Both are detailed later in this section.

Ability Score Improvement[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.

Maiden's 2nd Chance[edit]

Starting at 6th level, when you roll a 1 or a 2 on your damage roll you may re-roll that damage die, but must keep the new roll.

Spirit Companion[edit]

After reaching 10th level, your Spirit Animal has become a close companion with you through your adventures. Roll a number of it’s hit-dice equal to your character level minus 2. Add its constitution modifier per roll. Your companion gains that much HP, and its hit-dice total is equal to your level. Any attack(s) your companion has, increase its damage die by 1. You may choose to peer through the senses of your companion entering a catatonic state. You are able to issue commands mentally to your companion as long as you are within 100 feet of it, and perceive through its senses within 250 feet.

Unbreakable Armor[edit]

At 13th level, the Shield Maiden gains a bonus to her AC of +1

Guardian Spirit[edit]

At 15th level, your spirit companion becomes your Guardian. When you fall below ¼ of your hit points, your Guardian Spirit will automatically use movement to stand by you, holding it’s actions for an attack against you. Any attack made against you is intercepted by your Guardian Spirit, using its reaction to do so, and is instead directed toward the Guardian. Once you reach ¼ of your HP or higher, your guardian resumes taking it’s combat turns as normal, under your control.

Survivor[edit]

At 17th level, at the start of your turn, unnatural adrenaline courses through your veins. You regain a number of hit points equal to 5 + constitution modifier if you have less than half of your hit points left.

Sindri and Brokkr's Gift[edit]

At 20th level, the dwarf brothers Sindri and Brokkr reforge your shield. Making the outside rim razor sharp, and the face of the shield will now be covered with sharp spikes, giving your shield slashing and piercing damage. You choose the damage type based on the style of bash. Whenever you do damage with your shield, you now roll d12’s for all shield abilities and damage.

Shield Maiden Path[edit]

Path of the Valkyrie[edit]

Unyielding

At 3rd level, the Shield Maiden becomes and indomitable force on the battlefield. You gain a pool of Unyielding Dice. When you take damage, you can use your reaction to roll Unyielding Dice to negate damage. You can roll a max of your constitution modifier at one time. The number and value of the Unyielding Dice changes as you level up (as described on the Shield Maiden Table). You regain your pool of Unyielding Dice upon finishing a full rest.

Extra Attack

Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack 3 times.

Allies Shield

At 7th level, when you are within 5 feet of an ally and they are hit with an attack, you can use your reaction to step in and protect your ally. The attack roll to hit your ally is now applied to you. On a successful defense (attack does not hit), you gain +5 Strength until the end of your next turn. If the attack hits, you suffer the attack's normal effects. You can use this feature a number of times equal to your Constitution modifier.

You regain all uses of this ability when you finish a long rest.

Helping Hand

At 9th level, as a bonus action, you can dash to an ally. Upon arrival, you grant both you and your ally 10 temporary hit points. The temporary hit points last for 3 rounds, disappearing at the start of your turn (if any still remain). You must complete a full rest to use this ability again.

Valkyrie Rage

At 14th level, every time you take the attack action and hit, add 1d4 to your weapon damage.

Valhala's Reach

At 18th level, when you take damage that reduces you to 0 hit points, immediately roll a d20. On 10 or higher, the attacker must make a Wisdom saving throw with a DC = 8 + your Strength modifier + your proficiency bonus. On a failed save, Heroes of Valhala descend from the heavens, granting you half (rounded down) of the remaining hit points from the enemy that dealt the killing blow. The Heroes of Valhala then drain all essence of life from the enemy, taking it in your place. You must finish a full rest to use this feature again.

Path of the Gods[edit]

Grace Points

At 3rd level and choosing this path, the Shield Maiden gains a pool of Grace Points. These points are spent by the Shield Maiden to activate Grace of the Gods as well as abilities available while under the Norse Gods' favor. The Shield Maiden table describes how many Grace Points she has at each class level. She regains all Grace Points upon finishing a short or long rest.

Grace of the Gods

At the 3rd level, the Shield Maiden has proven herself to be a fierce warrior, worthy of the blessings by the Norse Gods she worships. The Shield Maiden may choose to receive Grace of the Gods. She gets +5 points to strength and Shield Bash damage is doubled. This feature cost a bonus action and 1 grace point. This feature lasts for 1 minute. The Grace of the Gods may end early if you are knocked unconscious or you choose to end it early as your bonus action.

Baldur's Radiance

At 3rd level, while under Grace of the Gods, you can use an action spending 1 grace point to emit a blinding light from your shield in a 15-foot cone. All creatures in range turn towards the radiant light and must succeed on a Constitution saving throw against your DC = 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the radiant light flashed by your shield causes blindness. At the start of each turn, a creature blinded in this way can reroll the saving throw to regain its sight. On a successful save, the creature averts their eyes long enough to avoid the blinding light.

Creatures behind cover, or wielding a shield, have advantage on this saving throw. The light does not bend around corners. Those with Darkvision have disadvantage on this throw.

Odin's Eye

Starting at 5th level, you have proven yourself to Odin. While under Grace of the Gods, you receive +5 points to wisdom and 2 spectral ravens will appear above your shoulders. 1 raven will retaliate against a creature whose attack hits you dealing 1d6 to the attacker. This damage increases by 1d6 when you reach 11th level (2d6), 17th level (3d6), and 20th level (4d6). Once the retaliate damage is done, that raven dissipates into thin air.

Freyja’s Love

At 7th level, while under Grace of the Gods, you may attempt to charm a creature within 30 feet of you as an action, spending 1 Grace Point. The creature must make a Charisma saving throw against your DC = 8 + your Wisdom modifier + your proficiency bonus. On a failed save, the creature becomes charmed for the duration of Grace of the Gods. Once Grace of the Gods has ended, or on a successful save, the creature becomes enraged, knowing it was charmed by you, and may immediately become hostile towards you, at the DM’s discretion, dependent on alignment of creature and nature of charm.

Thor’s Might

At 9th level and under Grace of the Gods, as an attack action and spending 2 grace points, you can choose to alter your Shield Bash into a ranged attack. Your shield electrifies as you hurl it across the battlefield at a target within 30 feet On a successful hit, it ricochets to the closest hostile enemy within 30 feet Your shield can ricochet up to two times before it returns back to you. Make a separate attack and damage roll after each ricochet. This feature turns your Shield’s damage to lightning. Follow the damage progression from your Shield Bash feature to determine damage dice used.

Hel’s Refusal (passive)

At 11th level, the goddess of the underworld is grateful for the souls you send her. While under Grace of the Gods, should your hit points get reduced to 0 roll a d20 plus your Wisdom modifier with a DC equal to half the damage dealt. On a success, Hel’s hands will secure your soul, placing it back in your body with new life, but also tainted. You stabilize and gain your character level + Constitution modifier in temporary hit points. Each successive start of your turn, you lose 2 temporary hit points. Should you lose all temporary hit points before regaining any regular hit points, you fall unconscious, dying with tainted necrotic energy from Hel with 1 failed death saving throw.

Loki’s Tricks

At 14th level, while under Grace of the Gods, you can use your action and spend 3 grace points to appease the trickster god, Loki. You conjure a number of duplicate images of yourself equal to your Wisdom modifier. Until Grace of the Gods ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

Each time a creature targets you with an attack while your duplicates are active, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have 5 or more duplicates, you must roll a 4 or higher to change the attack’s target to a duplicate. With 4 duplicates, you must roll a 6 or higher. With 3 duplicates, you must roll an 8 or higher. With 2 duplicates, you must roll a 10 or higher. With one duplicate, you must roll a 12 or higher.

A duplicates AC equals 10 + your Dexterity modifier. If an attack hits the duplicate, it is destroyed. A duplicate can only be destroyed by an attack that hits it. It ignores all other damage and effects. The feature ends when Grace of the Gods ends, or all duplicates are destroyed.

A creature is unaffected by this feature if it can't see, relying on senses other than sight such as blindsight or if it can perceive illusions as false, as with true sight.

Lady Sif’s Gateway

At 18th level, while under Grace of the Gods, The Lady Sif has taken favor of you and your great abilities as a supreme Shield Maiden. As an action and 5 grace points, you call upon Lady Sif. She cast down her swords enchanted by Odin, opening a passageway between dimensions in front of you.

The Shield Maiden (as part of her turn) can then name a specific location and a facing direction. A second dimension door opens up at that exact spot in the same manner. A link between doors is created and a creature of large size or smaller, can enter through the dimension door, arriving at the location specified. The dimension doors create a two way link, allowing free travel between them. Traversing the dimension doors takes 5 feet of movement. A dark purple haze depicts the entrance and exit, and cannot be perceived through.

The dimension doors cannot be used to traverse from one plane of existence to another. Should you arrive at a space already occupied by an object or creature, you take 4d6 force damage, and the dimension door fails to teleport you.

The gateway remains open as long as the Shield Maiden is under the effects of Grace of the Gods. Once Grace of the Gods ends, both gateways close, and Lady Sif’s swords return to the heavens. Anything caught in-between the gateway when it closes, is severed clean at the connection point.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shield Maiden class, you must meet these prerequisites:

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


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