Shieldbearer (5e Subclass)

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Shieldbearer[edit]

Fighter Subclass

Shieldbearers are fighters that master the use of the shield. More than just a mere defensive tool, shieldbearers can use the shield as a secondary weapon, taking their enemies by surprise with powerful bashes, and controlling the battlefield by pushing and shoving their enemies to get into a more advantageous position.

Martial Shield

Starting at 3rd level, your training has enabled you to efficiently use your shield. You can make the following moves using your shield:

Shove. As a bonus action, you can take the Shove action using your shield. On a success, you cause 1d6 bludgeoning damage, in addition to the shove.
Bash. You can use your shield to make an attack as a bonus action. On a hit, you cause 1d8 + your Strength modifier bludgeoning damage, and the target has disadvantage on the next weapon attack it makes until the start of your next turn.
Shields Up. You raise your shield overhead, protecting you from projectiles. As a reaction after being hit by a ranged weapon attack, you can reduce the damage taken by 1d10 + your proficiency bonus + your Fighter level.

You can use your Martial Shield features a number of times equal to your Strength modifier (minimum once), and regain your uses after finishing a long rest. If you have used Action Surge, you can also take one of these actions without spending an use, until the end of your turn.

Strict Regime

Also at 3rd level, everyday training has accustomed your body to a shields weight and form. You can Don or Doff a shield taking the "Use an Object" action, rather than an action.

Shield Adept

At 7th level, when wearing a shield, you gain a bonus of +1 to your AC. This bonus increases to +2 at 10th level and +3 at 18th level. If your shield already grants you a bonus to your AC, this bonus is not cumulative, and you use the highest.

Martial Poise

At 10th level you learn two stances that help you in battle: Defensive Stance and Charging Stance. Assuming a stance uses your bonus action, and lasts until the start of your next turn or until you lose concentration (as if concentrating on a spell).

Defensive Stance. You assume a defensive stance, bracing yourself for incoming attacks. Any attack made against friendly creatures within 5 feet of you are made against you instead, and you have resistance to non-magical slashing, piercing and bludgeoning damage.
Charging Stance. You assume a charging stance, raising your shield in front of you. Your movement speed increases by 10 feet. In addition, once per turn when you are in this stance, when you hit a creature with a melee weapon attack after moving at least 10 feet on this turn, you can force that creature to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be pushed 10 feet back.
End of the Line

At 15th level you master the defensive stance,transforming it into an impenetrable line of defense. When you are in your Defensive Stance, any friendly creature within 5 feet of you (including you) take half damage from failed Dexterity saving throws, or no damage on successes.

In addition, when in your Defensive Stance, whenever you or a creature within 5 feet fail a check or saving throw against an effect that would push them, you can use your reaction to cause them to succeed instead.

Unstoppable Onslaught

At 18th level you master the charging stance, transforming it into a formidable offence. Whenever a creature fails the saving throw against your Charging Stance, that creature also takes additional 3d6 bludgeoning damage.

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