Shield of The Order of Cheasuene (5e Class)

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The Order of Cheasuene: Shields[edit]

The Order of Cheasuene (chay-soo-EEN) began as the blood of Adavecia Cheasuene spilt among the craggy rocks of the The Spine of the World nearly 2,000 years ago. The last within her detachment of battle clerics, Adavecia held the bottle-necked pass within the mountainous range for three days and three nights until she could stand no longer. She crushed and struck at her dark adversaries with her dual shields, and focused her access to divine energies in ways no one had witnessed before. More had been accomplished by the hands of this servant of good than had been done since the battle begun seven days prior.

Alas, the battle cleric was overwhelmed by sheer numbers and dark magics; she fell to her knees, hailing the name of "HELM" before she was beheaded. Adavecia's death rung through the realms of gods and mortals, and Helm razed his enemies as Adavecia's last breath took to the chilled winds. From that fated moment, Adavecia was named Saint of the Valiant and the Order of Cheasuene planted its roots among the mortal races who swear fealty to the god of guardians.

A First Aspirant after Final Tempering; Commissioned art by Wolfkerg.

Though the Order of Cheasuene is a rare and small-numbered union, Shields are even rarer; less than 200 exist in the world. One simply does not petition to join the Order and become a Shield, a Shield is found through divinations, lineage studies- some by just plain luck. Any race is a viable pool to search, but the Order is drawn to those born of celestial blood and even blood-relation to Saint Cheasuene herself. Parents of a Chosen are approached by the Order and presented with an Appeal. Should the Appeal be accepted, the Chosen is raised by her or his parents for two years before the Order returns to collect the child for training. Older beings identified as Chosen, even those upon the age of adulthood, may receive an Appeal by the Order as well.

Once a Chosen touches the hallowed grounds of the Sanctuary of the Bulwark, they are lead through a cleansing ritual of prayer and baptism to become a Novitiate. Novitiates are trained from the time they step foot into the Sanctuary until the time they take their charge in the world as individual guardians or as part of larger detachments, under the command of Shield Generals. Following the scripts written by the hand of Adavecia Cheasuene, Novitiates learn the skills and methods that set her above the capability of others. Novitiates are not trained to be clerics or paladins, though paladins and clerics are part of the Order as well. Shields are something more; they are something of a different utility. They are the direct hand of Helm guided by the tenants of Saint Cheasuene. As they step from the safety of the Sanctuary, heavily armored and wielding the weapons of their fore-bearer, they become the rank of Shield and continue to advance by the will of Helm and the Order.

Saint Cheasuene's Charge[edit]

"My Shield is Battered,

My Shield is Broken,

But O` Mighty Helm I Persist.

Battered in Days of Duress,

Broken Through Nights of Terrors,

But O` Valiant Helm I Endure.

As the End of My Days Peak the Crest of my Charge,

I Shall Offer My Sacrifice of Pain and Blood.

O` Mighty Helm, Unleash my Soul in Retribution,

And Baptize the Dark to Shield the Unguarded.

With this Vow, my Oath is Sound,

My Oath is Bound,".

Oaths of the Shield[edit]

  • Defend Those Who Cannot Defend Themselves
  • Denounce the Right or Claim to Royal or other Sovereign Positions
  • Claim Fealty to Helm and Abide in the Fealty Above All Others
  • Tithe in Helm's Name
  • Maintain Oath to Helm Above All Others
  • Maintain Oath to Others Made in Helm's Name
  • Remain unwed until a Blessing from the Matron of Wardship and Union of Firsts is made
  • Defend that which Furthers Helm's Influence

Mortal Conduits: Guardians Channeling the Divine[edit]

With their multitude of ability, Shields are considered impenetrable walls of divinity. They hunker down as barriers for their charges, bolster friends and allies, or unleash the fury of dual-shield combat to catch an unsuspecting enemy off-guard. Some whisper that Shields have a direct connection to Helm; that is true and vaguely known. Through the course of their ritualistic training, their blood has developed a magnetic attraction for divine energy and stores it within their bodies; this energy can be drawn and directed to invoke an array of divine feats. Because of this divine feature, Shields are referred to as Mortal Conduits by some and mostly within the Sanctuary. Whereas a cleric uses a holy symbol as a conduit to condense and direct divine energy, a Shield is considered their own Conduit.

Tempering: The Saint's Ritual[edit]

After taking their vows within the Order, an Novitiate is introduced to the Cheasuene's Ritual of Tempering. Through the years, Novitiates are trained in the art of smithing shields and are provided blacksmith, leatherworker, and jeweler's tools by the Order as the first step within the initial Tempering. One shield is created for the Novitiate by the current Matron of Wardship, and the second by the Novitiate. The fires of the forge are then consecrated through the channeling of the Matron's divine energy and the newly-hammered shields are thrust into the holy-charged element, thus awakening the shields and bonding them to the Novitiate. From that moment, a Novitiate is considered a full-fledged Shield within the Order with all the rights, privileges, and responsibilities that follow.

Once recognized by the Sanctuary of their new status, a Shield is provided a small copy of the Saint's written work and studies it often in preparation for what lies ahead. As a Shield begins to feel and surrender to the divine flows of Helm, the Ritual of Tempering is conducted through the course of time and gained experience, increasing their abilities as a Mortal Conduit and their rank within the Order. Each Tempering is similar to the first but can be conducted through a bonfire as similarly as a forge fire.

With an open or closed blaze of fire consecrated with the entirety of stored divine energy, both shields are baptized and hammered within the element, providing each with special properties. Tempering not only influences the two shields, but their bearer is touched by the process as well.

~After the first Tempering, the irises of the Shield begin to take on an emerald-green hue, which appear to coalesce and slightly glimmer/glow when channeling divine energy.

~A six-inch, thin-lined, horizontal brand slowly cuts into the right side of the neck of the Shield from the beginning to the end of every Tempering Ritual. More painful, and perhaps even disturbing- each word written within the Saint's scripts is branded in small, but readable script to the body of the Shield, bit by bit, through each Tempering Ritual until complete.

~These painful markings allow the Shield to feel the suffering of their matron saint's final wound, an indication of what was lost and what has been given. These markings or brands are generally the easiest way to identify a Shield and their rank when not wearing armor. Shields also have other methods to identify one another.

Order Secrets[edit]

Loss of Legacy/Obsession and Compulsion[edit]

The removal, loss, or theft (outside of damage or destruction) of a Shield’s primary weapons and defense cause great suffering. This loss is a great dishonor to a Shield and is viewed so by the Order of Cheasuene as well. Should a Shield be lost of their most divine possession/s, they begin to experience obsessive thoughts that take precedence over any other issue facing them. Over time, they begin to feel a strong discomfort and pain that may become crippling.

  • A Constitution Save DC 10 in effort to concentrate must be made once an hour to maintain the mental presence to deal with other concerns and the DC rating increases by 1 with each success. Nights are generally sleepless with worry and preoccupation. Should the check end in failure, the character needs to be reunited with their shield/s; there are no other considerations to be made. A Shield is then compelled to seek out the lost legacies and will do so until that connection is reestablished. There are simple and complicated ways to retrieve these items depending on the rank of the Shield. Should the simplest method fail, a march will ensue for reunification.
  • A painful discomfort felt by the Shield increases each day without possession of their legacy, equaling 1 level of exhaustion that essentially cripples the character each passing day. Though rare, some Shields have begged allies to retrieve the their lost items should he or she be exhausted to a complete crippled state. Essentially, a sixth level of exhaustion does not cause death but creates a state of cramping paralysis. In this state, a Shield cannot move or speak. They continue to breath, blink, urinate, and defecate. This is the life of a Shield should reunification never occur. A shield will continue to live, even without water or nutrition. This state of living is considered punishment by Helm.
  • Often times, a Shield in this position wishes for the destruction of their shields to occur in effort to end the crippling and suffering from the original loss or theft. A broken or destroyed shield can be re-forged.
  • Should enemies learn of this weakness, the Order would certainly be at risk for destruction.

The Hierarchy of the Order[edit]

There are many ranks observed within the Order of Cheasuene based on the role within the Sanctuary. Below is the rank structure followed by Shields:

Chosen → Novitiate → Shield (First Tempering) → Shield Legionnaire (Second Tempering) → Shield Lieutenant (Third Tempering) → Shield Captain (Fourth Tempering) → Shield Cavalier (Fifth Tempering) → Shield General (Sixth Tempering) → First Aspirant (Final Tempering)

Matron of Wardship is the highest position of authority within the Order of Cheasuene and is held strictly by women. This rank is of holy rite, indicated by messenger (usually by avatar, angel, or astral deva) sent by Helm himself, announcing who the next Matron will be after the previous passes into twilight.

The Tempering ritual for a Matron, or The Tempering of The Matron, is a difficult, painful, and brilliant spectacle and may be observed by all within the Order; three days and nights of celebration follow this ritual signifying Adavecia Cheasuene's final three days and nights of life. Once raised, the Matron upholds the tenants of the Order, defends the Sanctuary from without and within/above and below, deploys the ranks within the order as seen fit, and provides to the Order the majority of divinations blessed by Helm.

Following the rank of Matron is the Matron's First, which may be of any gender, who is selected and confirmed by the Matron herself. Following the Matron and her First is the support from the Union of Firsts, the current sitting democratic members within the Hall of Helm. The Firsts are nominated, vetted, and voted upon by the all members within the order; there are only ten within the Union at one time. They provide democratic sway and oversight to the power and commands given by the Matron. Most Firsts have attained the highest level of ability within their role in the Order and have normally retired from the field of battle at this point in their lives. Many Firsts maintain functioning within the Sanctuary or even offer their services as advisers for royalty or others within authority.

Fall from Grace[edit]

It is known that mortals are fallible and can be swayed from the path set by the Order of Cheasuene. Should a Shield's actions cause a significant shift in their oaths/alignment to Helm and the Order, all attributes and abilities related to Helm's connection are severed. The dual shields, once light and easily handled, fall from the hands of the Dishonored and become useless and immovable, rusting and crumbling to dust within 24 hours.

For those hopeful to restore this connection, a Dishonored may return to the Sanctuary of the Bulwark and appeal for The Atonement. The Dishonored is then cordoned from the Sanctuary and required to remain in supplication and a fasting state until the end of the divine petition. The Order's leaders will deliver that appeal to Helm through prayer, rituals, and magics to divine the method of atonement the Dishonored must complete before that connection can be restored. Once restored, the Dishonored understands exactly what was lost; he or she can feel it. The character loses two or more levels in Shield (per GM) once restored and must work to regain what was lost. Those of the Dishonored who deny the option of The Atonement are quickly identified and hunted by the Order. Little is known on what happens to those individuals once found as those who hunt the Dishonored are sworn to secrecy.

Rumors Outside and Inside the Order[edit]

  • The Order isn't real.
  • If you stare into the eyes of a Shield for too long, you cannot speak a lie for 3 days and 3 nights.
  • Helm's appearance within the Spine of the World at the time of Adavecia's death was more than just to exact revenge for the death of one of his greatest followers; it is rumored she was his mortal lover and his wrath was made in grief.
  • Adavecia had four children she gave up during her time as a servant to Helm; some say those children were Helm's.
  • Adavecia was actually a man.
  • The Order is a puppet to a higher and stronger abyssal threat, creating death warriors who will be mind-controlled to plague the mortal world.
  • Helm bestows a portion of his divine self within each Shield, slowly making them demi-gods.
  • Helm's divine existence was never truly restored and Adavecia became his proxy and maintains the position of god of guardians.
  • The Order is preparing to prevent an abyssal cataclysm, rumored to change the face of the world to mirror all levels of hell.
  • Shields cannot lie, cheat, steal, murder, get married, have children, or engage with desires of the flesh.
  • The Order is a central position of neutrality to maintain balance within the world.
  • Abyssal and Celestial born Novitiates and Shields have been slowly and increasingly disappearing for the last three years.
  • The Tempering Ritualists hold down their followers and brand the full texts of Adavecia Cheasuene on their bodies.
  • The Order steals newborns from their families on the nights they are born.

Creating a Shield within the Order of Cheasuene[edit]

Leading the life of a Shield didn't begin with two shields strapped to your back. When did the Order draw their Appeal to you? Did your parents accept the Appeal or fight it? Were you a young adolescent or young adult when the Order approached you? Perhaps you were taken in under the wing of a traveling Shield and taught the basics before being led to the Sanctuary. Maybe you were once a renowned Shield of higher rank within the Order, but fell from grace and had to begin anew. Perhaps even rarer, you were born of dark blood and seek a way to show others you are not who they expect you to be. In essence, what makes you stand out among the millions of beings within the world that brought Helm's gaze upon you?

Ability Requirements: Minimum STR of 16, Minimum Wisdom of 14, and a Minimum Charisma of 12.

Quick Build

To quickly create an effective Shield, consider the following: First, apply Strength as your highest ability score followed by Wisdom and then Charisma. Second, choose the Acolyte background and apply those bonuses. Third, choose an Explorer's Pack, 2 Shields, and Half Plate armor.

Class Features

As a Shield of the Order of Cheasuene you gain the following class features.

Hit Points

Hit Dice: 1d12 per Shield of the Order of Cheasuene level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Shield of the Order of Cheasuene level after 1st

Proficiencies

Armor: All Armors and Shields
Weapons: Simple Weapons, Martial Weapons, Shields
Tools: Smith's Tools, Leatherworker's Tools, Jeweler's Tools
Saving Throws: Wisdom, Strength
Skills: Take Religion and choose one from the following: Acrobatics, Athletics, Medicine, Intimidation, Insight, Perception, Survival.

Equipment

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

  • 2 Shields (see below)
  • (a) Chain Mail or (b) Half Plate Armor
  • (a) Explorer's Pack or (b) Priest's Pack
  • One shield emblazoned with the symbol of Helm, the other with the bust of Saint Cheasuene.
  • If you are using starting wealth, you have 5d5 x 5 in gold marks provided by the Sanctuary of the Bulwark in funds.

Table: The Shield of the Order of Cheasuene

Level Proficiency
Bonus
Features Mortal Conduit Pool/Regeneration 1 Point Dome Diameter & Speed Regen/Bulwark/Slivers Bolstering/Blessing Threading & Knitting
1st +2 Cheasuene Shield Mastering, Sensing the Connection through the Mortal Conduit, Bending and Shaping, Shield's Blessing, Shield's Bolstering, Tempering Rituals 1 / 2.5 Hours - 1d4 / +1(2) / 1d4 1d4 / +1 -
2nd +2 The Surrendering: Mortal Conduit 4 / 2.5 Hours 5 1d4 / +1(2) / 1d4 1d4 / +1 -
3rd +2 Second Tempering: Shield Legionnaire's Call 6 / 2.5 Hours 10 1d4 / +1(2) / 1d4 1d6 / +1 -
4th +2 Ability Score Improvement 8 / 2.5 Hours 10 1d4 / +1(2) / 1d4 1d6 / +2 -
5th +3 Threading and Knitting 10 / 2 Hours 10 1d4 / +1(2) / 1d4 1d6 / +2 3d6
6th +3 Third Tempering: Shield Lieutenant's Attunement 12 / 2 Hours 15 1d4 / +1(2) / 1d4 1d8 / +2 3d6
7th +3 Adavecia's Secret of Defense 14 / 2 Hours 15 1d4 / +1(2) / 1d4 1d8 / +2 3d6
8th +3 Ability Score Improvement, Helm's Quickening 16 / 2 Hours 15 1d4 / +1(2) / 1d4 1d8 / +2 3d6
9th +4 Fourth Tempering: Shield Captain's Rebound 18 / 1.5 Hours 15 1d4 / +1(2) / 1d4 1d10 / +2 3d6
10th +4 Greater Mortal Conduit 20 / 1.5 Hour 20 1d6 / +2(3) / 1d6 1d10 / +2 3d6
11th +4 Helm's Fortitude 21 / 1.5 Hour 20 1d6 / +2(3)/ 1d6 1d10 / +2 3d6
12th +4 Ability Score Improvement 22 / 1.5 Hour 20 1d6 / +2(3) / 1d6 1d10 / +2 3d6
13th +5 Fifth Tempering: Shield Cavalier's Rush 24 / 1 Hour 25 1d6 / +2(3) / 1d6 1d10 / +3 3d6
14th +5 Helm's Diplomacy 26 / 1 Hour 25 1d6 / +2(3) / 1d6 1d10 / +3 3d6
15th +5 Adavecia's Grace 28 / 1 Hour 25 1d6 / +2(3) / 1d6 1d10 / +3 3d8
16th +5 Ability Score Improvement 30 / 1 Hour 25 1d6 / +2(3) / 1d6 1d10 / +3 3d8
17th +6 Sixth Tempering: Shield General's Warding 32 / 30 minutes 30 1d8 / +3(4) / 1d8 1d12 / +3 3d8
18th +6 Shield General's Detachment 34 / 30 minutes 30 1d8 / +3(4) / 1d8 1d12 / +3 3d8
19th +6 Ability Score Improvement 36 / 30 minutes 30 1d8 / +3(4) / 1d8 1d12 / +3 3d8
20th +6 Final Tempering: First Aspirant/Aspect of Helm 40 / 1 round (d6/d20) 35 1d10 / +4(5) / 1d10 1d12 / +4 3d10

Cheasuene Shield Mastery[edit]

After years of intense training and study, you have honed Saint Cheasuene's legacy of the use of two shields, mastering the balance between defense and combat. Your first Tempering was a success and you are ready to set foot outside of the Sanctuary.

Starting at 1st level, you are a proficient with shields of any type with the following considerations:

  • You are proficient in the use of shields as weapons as well as the technique of two-weapon fighting with them.
  • Any shield you wield counts as light and poses no weight restrictions or hinderances upon you. They are also considered martial weapons for this class.
  • Should another being handle your shields, they essentially work as a normal shield and bestow no blessings to that individual.

Sensing the Connection through the Mortal Conduit[edit]

At 1st level, you are considered "in-bloom" as a Mortal Conduit, which allows access to the divine energy that fuels the greater abilities of your legacy. At this level, you are merely touched with the brush of Helm's connection and cannot yet grab a hold of it fully until gaining further levels. At this level, you gain access to the following:

  • Mortal Conduit Pool and Recharging: Though the connection at this time is weak, you may use 1 point within your Mortal Conduit pool to charge a forge fire for shield repair or shield creation; this point will recharge after a long rest. The number of Mortal Conduit points will increase as you gain levels, as shown in the Mortal Conduit column. At this level, a Mortal Conduit Pool will recharge with one point for every 2.5 hours that passes. This recharge incrementally increases as the character gains levels as shown on the Mortal Conduit Pool/Regeneration chart. A Mortal Conduit Pool will completely regenerate after a long rest.
  • A Shield can feel the power of another Shield's connection to Helm within 30ft. and can be sensed with a simple DC 5 Wisdom (Insight) Check, which also signifies that other's rank.
  • Within 300 ft., a Passive Perception Check (DC 10) allows one Shield to sense another Shield's presence. This insight does not provide knowledge of distance or direction of the sensed Shield, only that they are nearby.

Bending and Shaping[edit]

At 1st Level, you are proficient with the use of tools for smithing, leatherworking, and jewelry, but only in relation to the Tempering Ritual.

  • Should a shield be damaged, it can only be repaired through the use of blacksmith’s tools. The fires within a forge or bonfire must be charged with 1 point from the Mortal Conduit Pool. A successful blacksmith tool check DC 10 must be made to complete the repair and may be attempted multiple times if failed.
  • Should a shield be destroyed, the wielder must gather 100gp worth of materials to create a new shield. The fire used to create the shield must be charged with a full pool of Mortal Conduit points. A successful blacksmith tool check DC 12 must be made three times, though not consecutively, to complete the new build. Multiple attempts per day may not be manageable with the need of a full Mortal Conduit Pool.

Shield's Blessing[edit]

  • When you are using a shield, its normal bonus to your AC increases by +1; it's your duty to remain alive and standing- to protect. A shield or shields must be wielded for this bonus to apply. This bonus increases as you level and through Tempering Rituals. Shields will see an increase to +2 at 4th level, +3 at 13th level, and +4 at 20th level.

Shield's Bolstering[edit]

Shields attacks for this class deal 1d4 + Strength modifier in bludgeoning damage with each shield at Level 1. Damage with your shields increases as you level and through the use of the Tempering Ritual. A shield will see greater damage with 1d6 at 3rd level, 1d8 at 6th level, 1d10 at 9th level, and 1d12 at 17th level.

Tempering Rituals[edit]

Through your works and experience in Helm's name, you begin to sense him beckoning you to reach further for his blessing. You know the time has come; it is time to conduct a Tempering. As the sun begins to set, you present 100gp worth of ritual ingredients (easily accessible herbs, incense, blessed waters, a small chuck of precious metal, and a drop of the Shield's blood) as an offering to Helm, recite the Saint's Charge, and maintain a state of contemplation on the Saint's sacrifice until the first stars begin to shine in the night and expel the entirety of your Mortal Conduit Pool into the flames.

Make a blacksmith tool check DC 12 for success. Tempering also incurs the following:

  • As the Tempering sears your skin (read: Tempering: The Saint's Ritual), make a Constitution save of DC 10 to maintain composure. Loss of composure pushes you to your knees, produces tears, and urges you to scream in agony.
  • You gain 3 levels of exhaustion after a Tempering Ritual, which must dissipate normally through long rests. You also lose 5d6 hit points, which may be healed magically or normally. Some Shields forego magical healing in effort to truly realize the suffering of Adavecia Cheasuene. Shields in their early careers have been known to have a companion nearby to assist should they lose consciousness
  • Class abilities and features are unavailable until a Tempering is prepared and completed, though Hit Points, Ability Scores, and Proficiency Bonuses continue to increase as normal.

The Surrendering: Moral Conduit[edit]

You have gained enough knowledge from your travels and by reading the Scripts of Cheasuene that you have learned to open yourself and surrender to the connection of Helm.

Beginning at 2nd level, you now have access to the pool of divine energy your body can store and may now concentrate and direct it. By spending 1 point from your Mortal Conduit pool, you may use an action to raise your off-hand shield toward the sky and create a dome-like barrier of transparent, shimmering, divine energy with a 5ft radius centered around you that lasts for 3 rounds. A dome exudes one of the following features, chosen by the Shield upon its creation:

  • Mortal Conduit Dome of Regen: Your dome swirls with a slightly warm or cool air, almost in direct opposition of current weather temperatures. Upon creation, any beings you choose inside your dome regains a number of hit points equal to 1d4 + your Wisdom modifier and continues each round upon the start of your turn. You can spend additional Mortal Conduit points up to your proficiency bonus to increase the amount of hit points restored to 1d4 per point spent. Healing die increases to 1d6 at level 10, 1d8 at level 17, and 1d10 at level 20.
  • Mortal Conduit Dome of the Bulwark: Your dome swirls with an uplifting and heavy consistency of shimmering energy. Upon creation, choose two beings within the range of your dome. These beings gain a bonus of +1 to their AC whether or not they remain within range of the dome after it has been created. You may spend additional Mortal Conduit points up to your proficiency bonus to increase the bonus to the AC of chosen beings by +1 per point spent, to include 2 more beings per point spent, or a mix of the two options. AC boosts/allies affected increase to +2/3 at level 10, +3/4 at level 17, +4/5 at level 20.
  • Mortal Conduit Dome of Slivers: Transparent, shimmering, thin, sharp, slips of divine energy flit and swirl within your dome. Upon creation, any beings you choose within your dome's range is accosted by these sharp slips and takes radiant damage equal to 1d4 + your Wisdom modifier and continue to take damage each round upon the start of your turn. Beings affected may make a Constitution Save DC (8 + your proficiency bonus + your Wisdom Modifier) to lessen the effects. A creature that succeeds on the save takes only half damage. You can spend additional Mortal Conduit Points points up to your proficiency bonus to increase the amount of damage dealt in 1d4 per point spent. Damage die increases to 1d6 at level 10, 1d8 at level 17, and 1d10 at level 20.

Mortal Conduit Domes also carry the following features:

  • Healing and Armor increases do not affect you.
  • The dome travels with you, but limits your movement to 5ft; moving any faster will splinter the positive energy particles and the dome will dissipate. Dome particles strengthen over the course of your career, and movement increases as your level increases: 10ft at 3rd level, 15ft at 9th level, 20ft at 15th level, and 30ft at 17th level.
  • You may release the dome at will.
  • You must keep your off-hand shield raised to the sky to maintain the effect. A dome requires Concentration to maintain.
  • You may do nothing else while maintaining a dome other than to move your designated movement rating. You may use a reaction to Dodge from an attack each round, but it is done so with disadvantage as the majority of your focus is used to keep the bindings of the dome intact.
  • Because your body has begun to regulate the flows from Helm as something considered naturally occurring, utilizing the entirety of your pool produces 1 level of exhaustion. This level of exhaustion is lost once your Mortal Conduit pool begins to regenerate.

Second Tempering: Shield Legionnaire's Call[edit]

At 3rd level, your presence within the heat of battle inspires hope and goodwill to your allies and provides the following:

  • As a reaction, you call out the name of one ally within 60ft. Helm's power enhances the volume and tone of your voice, booming loud enough to hear within that range and blowing out a circle of cool, crisp air from your center that others within 30 ft. can feel. Shield Legionnaire's Call provides a morale boost to give advantage on one attack roll, skill check, saving throw, or ability check for that chosen ally. If not used within ten minutes, the morale boost will dissipate.
  • You can use this feature a number of times equal to 1 + your Wisdom modifier. Once depleted, you cannot use this feature again until you have taken a long rest.

Ability Score Increase[edit]

When you attain 4th level, 8th, 12th, 16th and 19th , 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 at this time.

Threading and Knitting[edit]

Study into Adavecia's works has hinted to a way of healing differently than your brothers and sisters within the clergy and paladinhood, and after painstaking trial and error, you have finally figured out what she was getting at. Though it may cause an ally to shake, cramp, and convulse, this method of healing may one day be the barrier between life and death.

Upon reaching 5th level, you can direct positive energy as you would a fine needle and thread to heal your allies.

  • You can spend 1 Mortal Conduit Point and use your action to touch a creature, causing it to regain a number of hit points equal to 3d6 + your Wisdom modifier. You may use additional Mortal Conduit points up to your proficiency bonus to provide another 1d6 per point utilized. Healing die for this feature increases to d8 at level 15 and d10 at level 20.
  • A Shield cannot use this method to heal himself or herself.
  • After healing, the creature gains 1 level of exhaustion, which dissipates after one round. The Shield is subject to this enervation as well because of the daunting task.

Third Tempering: Shield Lieutenant's Attunement[edit]

You have uncovered an obscurity within Cheasuene's texts on the Tempering practices that you had not noticed until now.

At 6th level, the Third Tempering bestows the following:

  • Shield strikes now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Each of your tempered shields can now store up to 3 Mortal Conduit Points to be used to bolster your abilities, or to reabsorb to restore your depleted pool. You must spend 10 minutes of time in a contemplative state and maintain focus on your shields to charge them directly from your own Mortal Conduit pool. Charged shields appear with a greater luster than normal and appear to blur slightly with movement.

Adavecia's Secret of Defense[edit]

After hours spent with Adavecia Cheasuene's texts, you have shockingly uncovered what you have been searching for since leaving the Sanctuary. But how could you have missed something as important as this? It's as if it is now in plain sight.

At 7th level, you have learned the Saint's method to use utilize both shields as protection and have practiced it unto mastery. Your second shield is now considered another part of your defense, and may be applied to the Cheasuene Shield Master bonus to Armor Class by one half of the AC bonus provided by your main-hand shield rounded down..

Helm's Quickening[edit]

Gaining further insight through prayer, contemplation, and the reading of Cheasuene's texts, you have developed the strength and flexibility for greater attack aptitude.

At 8th level, you gain the following:

  • By spending 1 Mortal Conduit point, you may make an extra, single attack within your turn.
  • By spending 1 Mortal Conduit Point, you direct the divine energy directly into the muscles that propel you. Your movement is increased by 20ft and you gain a +2 initiative bonus. The effects last for one 10 minutes, which leaves you enervated with one level of exhaustion after it dissipates.

Fourth Tempering: Shield Captain's Rebound[edit]

At 9th level, Helm has blessed your shields with the ability of divine rebound through the bindings of the Fourth Tempering and provide the following abilities:

  • By spending 1 Moral Conduit Point, your shields may be used as ranged weaponry with an effective range of 30/60; your Strength modifier is used in calculation to hit as well as damage. Whether your shields strike or miss their target, they return to your grip through divine guidance by the end of the round they were thrown. This effect lasts for 10 minutes.
  • Once thrown, a shield no longer provides it's bonus to AC until it returns to your hand.
  • Should you fall unconscious before the shields return to you, they fall to the ground within arms reach of your body.
  • Should your shield/s be removed from your possession, you can sense the general direction of their location at any distance as long as they are on the same plane of existence. By reciting the Saint’s Charge and expending 1 Mortal Conduit Point per shield, your shields will fly to your hands when beckoned, unless restrained. When attempting to break free from restraint, shields have an effective score of 25 for Strength when determining outcomes. Please see Lost Legacy: Obsession and Compulsion in the class description for further details.

Greater Mortal Conduit[edit]

At level 10, you notice a shift in your conduit to Helm and how it manifests through your domes.

  • Domes now last 4 rounds.
  • You may now activate two Mortal Conduit Dome effects at the same time for the same cost when creating it. Further Mortal Conduit points are needed to increase the features of the dome as normal, up to your proficiency bonus.
  • You no longer are required to hold your shield to the skies to maintain the dome once it has been erected and may now take normal actions, which no longer impose disadvantage.

Helm's Fortitude[edit]

Helm has observed your works done in his name; his focus has drawn closer to you in your journey and he has blessed you with an ounce of his fortitude.

At 11th level you experience the following:

  • You are no longer subject to the effects of curses, charm, disease, or fear. While allies are in range within your Mortal Conduit dome, they may roll advantage against these effects as well.
  • You now have proficiency with Constitution Saves.
  • You may now move your full movement rating no matter the type of armor donned. Times for donning and removing armor have now been reduced by 50% their normal times.

Fifth Tempering: Shield Cavalier's Rush[edit]

The road has been long and arduous, and through your trials you have determined the motions and patterns that afforded Adavecia Cheasuene her legendary status.

At 13th level, Select one of the following techniques to make your own:

None Left Standing:

Adavecia developed a method to bum rush her opponents in tight quarters that won her many a battle. You have practiced the technique to mastery and have gained the following:

  • Spending 12 points of your Mortal Conduit pool, you ready an action to charge for 1 round. At the start of your next round, you choose your direction and leap forward in a blur up to 3 times your movement rating in a straight line. Searing, radiant energy cascades from your front and follows behind in your movement. Any enemies within this line is struck. If an enemy is struck, it takes 3d6 + your Strength Modifier of radiant damage. It must then make a Dexterity Save DC 15 or be bowled over and laid prone and dazed until the end of its next turn. Damage with this feature increases at level 16 to 5d6 per use.
  • Any attacks made against you during the rush are made with disadvantage.
  • With the amount of energy placed into this technique, you are briefly enervated at the end of your attack. You suffer disadvantage to any attacks you make in the next round and attacks made against you are made with advantage.
  • You may use this ability more than once per day should your Mortal Conduit Pool total allow it. This power cannot be reactivated in an enervated state.

My Shield is Yours:

Adavecia developed a defensive method to rush to the side of her allies, placing herself in the space between the ally and the strike of the enemy. You know well how to keep your allies alive.

  • Spending 4 points of your Mortal Conduit pool, divine energy drives you into a blurred, shooting charge that puts you in the middle of an ally and any successful attack (physical or magical) against them within 60 ft. of you . At level 16, this distance increases to 120ft. This ability allows you to move through the same space as the ally to take the full force of the attack with the following considerations:
  • You may engage in this ability as reactions a number of times per round equal to your wisdom modifier as long as you have the required amount of Mortal Conduit points to complete the rush. Points must be expended with each rush. No other actions may be taken when this ability is used during a round. At level 16, half of your Wisdom bonus rounded down is included in the number of times My Shield is Yours can be used per round as reactions.
  • The enemy must make a Dexterity save DC 17 or be pushed back 10ft. From that point forth, you will occupy that enemy's prior space. Should the enemy succeed with the save, you fall prone in a space adjacent to your ally for the remainder of the round (roll 1d6: 1/4 left of ally, 2/5 right of ally, 3/6 behind ally). You may use any remaining actions or bonus actions to regain your footing, but this stops the momentum built to continue the ability for the round.

Helm's Diplomacy[edit]

Helm's interest in you has taken a form of something greater than before, and he presents himself to you either in a vision or while sleeping. In this dream, he speaks to you in a language you do not comprehend, but at the end of his speech, he lifts the visor of his helmet and kisses your forehead; you are now forever changed.

At level 14, you awake with the following:

  • You see life through divine filter that allows you to understand any spoken language and for you to be understood by any creature that understands a language. You now gain advantage on all persuasion and intimidation checks when dealing with diplomatic circumstances or while influencing someone to see something from your point of view.

Adavecia's Grace[edit]

Helm continues to take notice of your actions and sees your potential to carry on the works of Saint Cheasuene. He always seems at arms-length away and Saint Cheasuene feels to work through you.

At 15th level you are bestowed the following features:

  • By spending 10 points of your Mortal Conduit Pool, Adavecia's voice whispers in your ear and bolster's you. For 1 minute, any attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 10 or lower on the d20 as a 11. This ability may be used once per day and is regenerated after a long rest.
  • Helm bestows upon you the grace of longevity. From this point forward, you cannot be aged magically and your natural aging slows to 1 year for every 100 that pass. This blessing though does not protect you from death of natural causes or combat.

Sixth Tempering: Shield General's Warding[edit]

You have discovered a technique developed by Adavecia Cheasuene that allowed her to survive those fateful 3 days and 3 nights atop the Spine of the World.

At 17th level, the Sixth Tempering provides you with the following:

General's Warding:

Both main-hand and off-hand shields must be fully charged at the time you initiate this ability. You slam the edges of your shields directly into the ground, even through rock, and hail the name of Helm. The god of Guardians' gaze falls upon you as you expel all of your Mortal Conduit pool and stored shield points' into your intention. You create a 30ft floored barrier in the shape of a dome or boxed square/rectangle of impenetrable, divine, shimmering, energy for 1 round plus your wisdom or charisma modifier (whichever is higher). Chosen creatures within the barrier at the time of creation are blasted outside of the barrier and must make a successful Constitution save DC 18 or be knocked prone until the start of their next turn and blinded for 3 rounds from the brightness of the barrier's creation. Creatures who make their save do not suffer from blindness. The barrier also has the following features:

  • A Shield General can take no other actions once the Warding has been created. Actions are not possible and movement has been reduced to 0 as your full concentration must be used to maintain the flows of divine energy. The barrier is subject to Concentration should the General take damage.
  • Helm filters that which would harm his General and allies. Nothing physical (including nonmagical energy or element) outside of the barrier can penetrate it, but the General's allies may pass through the barrier at will- weapons and magic alike. Enemy spells or magical abilities of 4th level or lower fizzle out before reaching the dome. Spells or magical abilities of 5th level and higher targeted at or within the dome by creatures other than those chosen by the General are subject to a Wisdom check by the General. The DC is 10 + the level of the spell. On a success, that spell or magical effect too, fizzle from existence.
  • Any supportive or healing magic spells cast by allies are considered at two levels higher for effects.
  • Any offensive magic spells cast within the Warding are considered at one level higher regarding effects.
  • With the use of such vast, divine energy comes great enervation to the General after the Warding dissipates. Movement is reduced to 5 ft. per round. All rolls for saves and attacks are made with disadvantage and attacks made against the General are made with advantage for three rounds following.
  • The barrier may continue to be held but at loss of life essence to the Shield. Depleting 20 hit points will allow the Warding to continue one round further past its initial capability, and you may continue to deplete life energy to maintain it further. If a General is reduced to 0 hit points maintaining this wall, he or she will fall unconscious, and begin to bleed internally. Should you gain consciousness from any healing, you still experience enervation and it's conditions as described above.
  • This ability may be used once per day and is regenerated after a long rest.

Shield General's Detachment[edit]

At 18th level, The Sanctuary of the Bulwark has divined your Sixth Tempering. During the period of your next long rest, you are approached by a First and presented with the insignia of your station, a +1 Visored-Helm, etched with intricate scrolling worked with an unidentifiable form of cool, lustrous metal. Embedded from below the visor to the back of the helm is a thin line of worked emerald, enchanted and strengthened through divine magics. The helm provides the following:

  • At will, A Shield General sends a telepathic command through the helmet to the Sanctuary of the Bulwark in request of support from a Detachment of Shields. Within four rounds of combat time or within 30 minutes of downtime, a portal opens safely in an empty space between 10ft and 100ft from the General and a total of 1d4 - 1 (minimum 1), 10th level Shield Captains, paladins, or clerics (DMs choice) appear to respond to your command. The small detachment of remains with the General until dismissed or requested to return to the Sanctuary by the Union of Firsts, The Matron's First, or the Matron of Wardship herself (DMs discretion). The Shield Captains are as loyal to the General as they are the Sanctuary and will follow any lawful and logical order put forth by the General. The General will supply the detachment with food, housing, and any other basic living needs while under the General's command.
  • Shield Captains are generally friendly with the General's allies, but will not take orders from them. They also function on their own when it comes to daily routines and rituals. Should a General give orders that buck against their moral codes, they will contest that order. Should the General continue to give the command, the detachment will leave and report their observations to the Sanctuary.
  • Only one detachment may be called upon at a time. Once disbanded, another detachment cannot be called upon for 3 days.

Final Tempering: First Aspirant/Aspect of Helm[edit]

Your actions have honored Helm and the Saint of Cheasuene to the point you are spoken of in the heavens and recognized for your station. Helm's avatar appears in the flesh, and stokes the fires of your final Tempering. Helm beckons you to enter a giant pyre in your entirety. The divine flames fuse with your being and you are forever changed- something mortal, but yet not mortal- an Aspect of Helm.

At 20th Level, your armor and shields now become a part of you and can be donned and removed at will, fusing with your inner spirit. Your armor is now a complete, magical set of legendary, +3 full plate with similar workings, etchings, and emerald lining matching the helmet you were gifted when you were raised General. The metal of your armor and shields has become something unidentifiable, something of divine nature not seen on the material plane, and cannot be destroyed or removed from your person. You are also blessed with the following:

  • You are no longer subject to enervation or exhaustion through the use of your abilities as a Mortal Conduit, including the General's Warding and Mortal Conduit Domes.
  • Concentration is no longer required to maintain Domes or the General's Warding.
  • During each round your Mortal Conduit pool is used, roll a 1d4-1 and a 1d20 after your turn'. The number rolled on the d4 equates to the amount of points that are returned to your pool. Should the d20 roll result with a 19 or 20, your entire Mortal Conduit pool is regenerated.
  • You are considered the rank of First Aspirant and are now an approachable candidate to become a First or the Matron's First.

Other Facets of the Order of Cheasuene[edit]

Cloister of Shields[edit]

Rare have times presented when a true Cloister of Shields convene. A Cloister of Shields is generally called upon during the most dire circumstances threatening the Order, towns, cities, kingdoms, countries, continents, or the world. When a Cloister is ordered by the Matron of Wardship, all Shields convene at a designated location. Depending on the severity of the conflict, a long journey may ensue to reach the destination, or Order mages will locate and teleport Shields to the desired area within hours of the decree.

With an action and a successful Concentration Check DC 5, the Matron will link with each Shield, one at a time, through her Mortal Conduit. This connection allows her access to Conduit pools of those she is linked with. She may move control and concentration of the Cloister as needed with a reaction but to those no less of rank than a Shield General. Once a Cloister is linked, the leading Shield may expend any number of existing Mortal Conduit points within the cloister without restriction.

Each individual linked within the Cloister adds to the distance (miles and leagues) and strength (offense and defense) to the General’s Warding and Mortal Conduit Dome abilities. These expanded abilities have been the saving grace within some of the most grueling battles and cursed fates to befall the world.

Cheasuene’s texts describe a foretelling- an undesignated time in the future when nightmares walk the earth, when strife and plagues fall upon civilized lands, and hellfire rains from the heavens. Though rarely discussed, the fear of this terrifying time is one of the primary motivations for the Order to thrive and continue.

Multiclassing[edit]

  • Shields may not multiclass with other classes. Doing so breaks their connection to Helm.

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