Shieldbreaker (5e Class)

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Shieldbreaker[edit]

Shield and sword clash in the ring, as both swordsman and shieldbreaker alike try to gain some ground against the other.

A pair of bulwarks riposte through the melee and magic troops, leaving the ranged units unprotected.

A poetic incantation is whispered under deep dark storm clouds. When it is done, a single shield sparks alight with an electric whirlwind.

A Defensive Offense[edit]

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A combat specializing Shieldbreaker.

by Forrestimel

Whilst conventional wisdom teaches us that the best defense is an excellent offense, shieldbreakers take the exact opposite approach. By using their best defense as an excellent offense. Shieldbreakers use a shield as both their primary weapon and primary line of defense, in lieu of conventional weapons. Whilst a seemingly counter-intuitive fighting style, what a shieldbreaker lacks in raw power, they more than make up for in their sheer versatility, and their ability to deflect any attack back onto their attacker tenfold. Although most shieldbreakers' weak point is that their ranged capabilities are highly limited, they more than make up for such a drawback, by using their shield(s) as an arcane focus to cast component-less, sometimes vocal incantations.

Spellshield's Inner Spirit[edit]

Whilst a shieldbreaker possesses some ability to cast a wide variety of different spells, their magical affinity is limited, and their method of casting spells is wholly unique: by using their shield as a spellcasting focus. As such, they are limited to only using their shield as a conduit for their arcane abilities, and thus can only cast spells that require neither touch nor materials to cast them. Nevertheless, they more than make up for these significant shortcomings by indulging into all of the different branches of magic, no matter if they find themselves in an academy, a local church, the wilderness, or even having secured an audience with a local warlock or patron. The way that shieldbreakers tap into the weave is by channeling their potency into their inner spirit, which is, in turn, empowered through a combination of harsh training, intuitive acumen, and stalwart determination.

Creating a Shieldbreaker[edit]

When making a shieldbreaker, consider the decisions you made that led up to your personal preference for a shield over weapons: what drives or motivates you? Did a prior event or series of events in your life make you fearful for your life, and thus you use a shield as your greatest weapon and tool for self-defense simultaneously? Do you consider yourself a pragmatist, who chose a different kind of versatility than the one weapons can provide? Does your sense of humor feel sated whenever you humiliate your opponents by defeating them in combat using a shield instead of steel? Were you left with no other choice but to fight to the death, and thus you use your shield to protect others from harm? Did you develop an extreme fascination with shields in such a way that it completely changed your path in life for the better? Was using a shield rather than a weapon precisely what you needed to do in order to defeat a powerful foe? Regardless of your reasoning, this is the path you have chosen. Your shield is a symbol, and it will shine in the colors you will paint it.

You should also consider what made you choose to look inwards, for your spiritual needs. Were you abandoned by a deity, or betrayed by a patron that you honestly believed in? Did you consider yourself faithless, until you found your true piety from within? Was looking inwards a coping mechanism for you, due to a tragic event or series of events in your life? Did you grow up with your inner self, or did you discover them later in life? Were you naturally curious as to what an inner spirit was, and therefore determined to find answers inside yourself? Did you make a bargain with a planar or earthly being in exchange for their inner spirit? Is your spirit a family heirloom that gets passed down from generation to generation, or is it unique only to you? Regardless of how you found the answers you were looking for, you have decided a shield is the best way to channel your inner spirit energy.

Quick Build

You can make a shieldbreaker quickly by following these suggestions. First, make Strength your highest ability score, followed by Charisma. Second, choose the following starting equipment options for your character: a chain mail, 5 javelins and a dagger, an explorer's pack, and smith's tools for both your tools proficiency and your inventory. Next, choose either the soldier or folk hero background.

Class Features

As a Shieldbreaker you gain the following class features.

Hit Points

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

Proficiencies

Armor: All Armor and Shields
Weapons: Simple Weapons and Shields
Tools: A set of artisan's tools of your choice
Saving Throws: Strength, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and/or Stealth.

Equipment

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

  • (a) Leather Armor or (b) Scale Mail or (c) Chain Mail
  • (a) A shortbow and 20 arrows or (b) A light crossbow and 20 bolts or (c) 5 javelins and a dagger
  • (a) An explorer's pack or (b) A dungeoneer's pack
  • A shield, a quiver, and a set of artisan's tools of your choice.
  • If you are using starting wealth, you have 6d4 x 8 GP in funds.

Table: The Shieldbreaker

Level Proficiency
Bonus
Features Shield
Bash
Cantrips
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Shieldbreaker 1d4 -
2nd +2 Spellcasting 1d4 2 2
3rd +2 Shield Specialty 1d4 2 3
4th +2 Ability Score Improvement 1d4 2 3
5th +3 Extra Attack 1d4 3 4 2
6th +3 Shield Specialty feature 1d6 3 4 2
7th +3 Extra Life (1/2) 1d6 3 4 3
8th +3 Ability Score Improvement 1d6 3 4 3
9th +4 Shield Specialty feature 1d6 3 4 3 2
10th +4 Basic Shielding 1d6 3 4 3 2
11th +4 Block Out the Sun 1d8 4 4 3 3
12th +4 Ability Score Improvement 1d8 4 4 3 3
13th +5 Shield Specialty feature 1d8 4 4 3 3 1
14th +5 Extra Life (3/4) 1d8 4 4 3 3 1
15th +5 Basic Shielding 2 1d8 4 4 3 3 2
16th +5 Ability Score Improvement 1d10 4 4 3 3 2
17th +6 Shield Specialty feature 1d10 4 4 3 3 3 1
18th +6 Extra Life (1) 1d10 4 4 3 3 3 1
19th +6 Ability Score Improvement 1d10 4 4 3 3 3 2
20th +6 Basic Shielding 3 1d10 4 4 3 3 3 2

Shieldbreaker[edit]

Starting at 1st level, your training with shields has given you a mastery of using them as weapons without sacrificing their defensive properties. When you take the Attack action on your turn and are holding a shield, you may attempt to bash your opponent using your shield. You are proficient with shields when used this way, and add your Strength bonus to the to hit and damage rolls with them, as with any other weapons. Shields deal 1d4 points bludgeoning damage when used this way. This die increases as you gain Shieldbreaker levels, as shown in the Shield Bash colum of the Shieldbreaker table.

Spellcasting[edit]

Starting at 2nd level, you have learned how to attune your shield to the arcane and divine arts by absorbing energy into it through your inner spirit, and thus you can cast spells that do not require touch nor material components while you are holding it.

Cantrips

At 2nd level, you know two cantrips of your choice from the shieldbreaker spells list. You learn additional shieldbreaker cantrips of your choice as shown in the Cantrips Known column of the Shieldbreaker table.

Preparing and Casting Spells

The Shieldbreaker Table shows how many spell slots you have to cast your shieldbreaker spells. To cast one of your shieldbreaker spells of 1st level or higher, you must expend a spell slot of the spell's level or higher. You regain all spell slots when you finish a long rest.

You prepare a list of shieldbreaker spells that are available for you to cast, choosing from the shieldbreaker spell list. When you do so, choose a number of shieldbreaker spells, equal to your Charisma modifier + half your shieldbreaker level, rounded down (minimum of one spell). The spells must be of a level, for which you have spell slots.

For example, if you are a 5th-level shieldbreaker, you have four 1st-level spell slots, and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st level spell healing word, you can cast it using a 1st or 2nd level spell slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells whenever you finish a long rest. Preparing a new list of shieldbreaker spells requires time spent attuning your shield to magic: at least 1 minute per spell level, for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your shieldbreaker spells, since your shield absorbs magical essence via your inner spirit, the former which can then be used to channel magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a shieldbreaker spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a shield as a spellcasting focus for your shieldbreaker spells. However, since a shield is not a traditional spellcasting focus, you are unable to use one to cast spells that traditionally require material components, nor that require you touch a creature to cast them.

Shield Specialty[edit]

Starting at 3rd level, you have chosen one of the following shield specialties, with which you may adapt your shield (and in some cases, armor too) as a talent: armor breaker, combat specialist, dragon shield, holy barrier, proficient shield, or uncanny shield. You choice of shield specialty will grant you additional features at 6th, 9th, 13th, and 17th levels.

Once you choose a shield specialty, you may not choose a different one, even if you are given a chance to do so.

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.

Extra Attack[edit]

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

Shield Specialty feature[edit]

When you reach 6th level, you gain an additional feature(s) from your chosen shield specialty.

Extra Life (1/2)[edit]

When you reach 7th level, you have a health pool equal to half of your hit dice (rounded up). Instead of making a death saving throw when your hit points drop to 0, you may restore your hit points by subtracting from your health pool. Once your health pool for this feature reaches 0, you may not use this feature again until after you have completed a short or long rest. Completing a short rest replenishes half of your entire health pool (rounded down), whereas completing a long rest replenishes your entire health pool.

Shield Specialty feature[edit]

When you reach 9th level, you gain an additional feature(s) from your chosen shield specialty.

Basic Shielding[edit]

When you reach 10th level, your Armor Class bonus from using a standard shield increases from +2 to +3. This bonus applies, even if the shield you are using is either a wooden shield, or a shield made from the bone and hide of a slain creature, using the cunning artisan feature.

Block Out the Sun[edit]

When you reach 11th level, as a reaction, you may attempt to block the attack of a projectile or a thrown weapon, by countering the attack roll of a ranged attack with your own roll to hit, using your shield. Upon a successful hit, the attack is blocked, and thereby counts as a miss, even if the ranged attack you are blocking would have originally succeeded.

You may only use this feature once during every combat turn, outside of your own.

Shield Specialty feature[edit]

When you reach 13th level, you gain an additional feature(s) from your chosen shield specialty.

Extra Life (3/4)[edit]

When you reach 14th level, your health pool for your Extra Life feature increases from half of your hit dice to three-quarters of your hit dice (rounded up).

Basic Shielding 2[edit]

When you reach 15th level, your Armor Class bonus from using a standard shield increases from +3 to +4. This bonus applies, even if the shield you are using is either a wooden shield, or a shield made from the bone and hide of a slain creature, using the cunning artisan feature.

Shield Specialty feature[edit]

When you reach 17th level, you gain an additional feature(s) from your chosen shield specialty.

Extra Life (1)[edit]

When you reach 18th level, your health pool for your Extra Life feature increases from three-quarters of your hit dice (rounded up) to your entire hit dice.

Basic Shielding 3[edit]

When you reach 20th level, your Armor Class bonus from using a standard shield increases from +4 to +5. This bonus applies, even if the shield you are using is either a wooden shield, or a shield made from the bone and hide of a slain creature, using the cunning artisan feature.

Shield Specialty[edit]

Your shield specialty determines how you decide to specialize your shield, beyond merely using it as both weapon and armor. Once you choose a path, you may learn advanced combat techniques, elemental attunement, different physical damage types, or even additional proficiencies and advantages on saving throws when using shields. You may choose 1 of the following subclasses to grant you features at higher levels: Armor Breaker, Combat Specialist, Dragon Shield, Holy Barrier, Proficient Shield, or Uncanny Shield.

Armor Breaker[edit]

The Armor Breaker discipline places focus, not on one's shield, but instead on one's ability to use their armor, as well as their shield effectively in combat. As such, one attunes their training to become one with whatever armor they are wearing, and thus trains oneself in armor versatility, in addition to shield versatility.

Armor Breaker (feature)

Starting at 3rd level, if you are wearing armor, you may take a bonus action to attack with it, dealing 1d4 points of bludgeoning damage on a hit. You may only use this feature once per combat turn.

At higher levels. The damage die of your armor increases each time you receive a feature from this specialty: from 1d4 to 1d6 at 6th level, from 1d6 to 1d8 at 9th level, from 1d8 to 1d10 at 13th level, and from 1d10 to 2d6 at 17th level.

Stealth Armor

When you reach 6th level, wearing medium or heavy armor does not result in a stealth disadvantage. Additionally, you have advantages on all stealth checks and stealth saving throws made when wearing light or no armor.

Evasive Armor

When you reach 9th level, you fit so comfortably in your armor, you are able to evade attacks in combat as if you were wearing nothing. Whenever a creature you can see takes an attack roll against you, you may use a reaction to attempt to dodge the attack. The attacking creature must roll a Dexterity check with DC equal to your Strength modifier+ your proficiency bonus+ 8. If it fails the roll, the attack only does half damage to you.

Accurate Armor

When you reach 13th level, you are able to pivot your armor, so as to hit a creature with unprecedented accuracy. As a bonus action, if you miss an attack roll, you may roll again, and add your Dexterity modifier to the new result.

Impossible Armor

When you reach 17th level, your Armor Class is increased by your Dexterity modifier, even if you are wearing medium or heavy armor. If you are wearing light or no armor, your Armor Class is also increased by your Strength modifier.

Combat Specialist[edit]

A combat specialist, in terms of shieldbreaking, is one of improved versatility in shield combat. Those who engage in this form of training place the majority of their emphasis on their use of, not one, but two shields in martial combat.

Dual-Shielding

Starting at 3rd level, you may use two shields, instead of one, and make an attack with your secondary shield as a bonus action. You apply your Strength modifier to your hit and damage rolls for the attack.

Additionally, both shields grant you an Armor Class bonus, instead of only one of them.

Riposte

When you reach 6th level, if an attack you can see misses you, you may attempt to perform a riposte on the attacking creature as a reaction, by making an attack roll against it. If you hit, you deal your shield's damage of the type that triggered this attack.

Counterstrike Shield

When a creature rolls your current AC, or also one under if you are wearing two shields, they have hit your shields, and you may perform a counterattack against that creature as a reaction. Make an attack roll, and deal your shield's weapon damage if you hit.

Uncanny Shielding

When you reach 13th level, you may replace your saving throw to resist the effects of a spell with your Armor Class.

Once you have used this feature, you may not do so again, until after you have completed a short or long rest.

Defensive Stance

When you reach 17th level, you may use your shield to absorb most traditional attacks. As such, while you are using a shield, you are also resistant to bludgeoning, necrotic, piercing, radiant, and slashing damage.

Dragon Shield[edit]

Albeit a relatively new approach to an ancient form, shieldbreakers who train themselves in the ways of draconic tradition and enlightenment seek to hone not only their shield's potential, but also apply a more draconic way of using their shield best, and thus learn not only the ways of a dragon, but to also enhance their training, so as to channel draconic magic into their shield, and thus into oneself in kind.

Draconic Tradition

Starting at 3rd level, you learn how to speak, read, and write in draconic. Additionally, you are able to use draconic shields more proficiently than normal shields, increasing your Armor Class bonus from using a shield by +1, whenever the shield you are using is a draconic shield.

A draconic shield is any type of shield that has draconic properties, including (but not limited to) being infused with a dragon's essence, being designed for use by a draconic creature, or being classified as a Dragon Shield. If you are unsure as to whether a shield classifies as a draconic shield or a "normal" shield, you may consult your DM for a final say on a shield's classification.

At higher levels. When you reach 9th level, your Armor Class bonus when using a draconic shield is increased by +2, instead of +1. When you reach 17th level, your Armor Class bonus when using a draconic shield is increased by +3, instead of +2.

Shield Breath

When you reach 6th level, you learn to infuse your shield with draconic energy as an Attack action, unleashing a breath weapon from your shield within either a 15-foot cone, or a 5-by-30 foot beam, and dealing your choice of acid, cold, fire, lightning, or poison damage to all creatures within range of your shield's breath weapon attack. Creatures within range of your shield's breath weapon must make a Wisdom saving throw, equal to your Charisma modifier + your proficiency bonus + 8. Upon a failed save, a creature within range takes 2d6 of the chosen damage-type, and half as much damage upon a successful save.

You cannot use this feature again, until after you have completed a short or long rest.

At higher levels. The damage output for this feature increases each time you get a feature from this specialty: from 2d6 to 3d6 at 9th level, from 3d6 to 4d6 at 13th level, and from 4d6 to 5d6 at 17th level.

Shield Element

When you reach 9th level, you become resistant to acid, cold, fire, poison, and lightning damage, while you are using a shield(s).

Additionally, as a bonus action, you may replace the damage-type of your shield attack with one of the following elements: acid, cold, fire, poison, or lightning. If you do, you apply your Charisma modifier to your hit and damage rolls. You may only use this feature as a bonus action once per combat turn.

Shield Wings

When you reach 13th level, you may perform one of the following as a bonus action:

  • Sprout a pair of draconic wings, trading your shield for them. While in this form, you retain your shield's Armor Class bonus, and are granted a flying speed, equal to your walking speed. Your wings are treated as your shield, and thus any feature that require you use your shield, you may use your Shield Wings for, instead.
  • Stow your Shield Wings, and regain your shield. This revokes your flying speed, until you decide to sprout them again as a bonus action. When taking a short or long rest, this feature is used by default, without consuming a single use thereof.

This feature may be used a number of times, upwards of your proficiency bonus, after which uses of this feature may be replenished after having finished a short or long rest. Whereas finishing a short rest replenishes a number of uses of this feature upwards of half of your proficiency bonus (rounded down), finishing a long rest replenishes all uses of this feature.

Shieldless Dragoon

When you reach 17th level, you are able to use the Shield Breath, Shield Element, and Shield Wings features, without the use of your shield to perform them, by replacing your shield with the armor you are wearing. When using the Shield Element feature as an action, you may replace your shield as a weapon with Unarmed Strikes, and deal the same amount of damage as if you were using a shield.

Holy Barrier[edit]

Albeit not a conventional discipline for shieldbreakers, it is nevertheless an effective one, as a holy barrier protects one's blindspots, when it comes to shieldbreaking, and can even provide some tactical benefits for a seasoned shieldbreaker. As for how a shieldbreaker acquires a holy barrier in the first place, they do so by applying the Celestial Spirit to their training, and honing it to perfection, in sync with their shield training and attunement alike.

Damage Absorption

Starting at 3rd level, you have an absorb pool of 2. As a reaction, you can expend 1 of your absorb pool to nullify the damage a creature within 30 feet of you (including yourself) would have received from an attack, spell, or feature. Once your absorb pool drops to 0, you may not use this feature again until after you have completed a short or long rest. A short rest replenishes half of your maximum absorb pool, rounded up, whereas a long rest replenishes it entirely.

At higher levels. Your absorb pool increases from 2 to 3 at 6th level, from 3 to 4 at 9th level, from 4 to 5 at 13th level, and from 5 to 6 at 17th level. Additionally, the range for this feature increases from 30 feet to 60 feet at 6th level, from 60 feet to 90 feet at 9th level, from 90 feet to 120 feet at 13th level, and from 120 feet to 150 feet at 17th level.

Hit Points Recovery

When you reach 6th level, you learn to expend 2 of your absorb pool as a reaction to an attack, a spell, or a feature, in which a creature within 60 feet of you (including yourself) would receive damage: that creature recovers hit points, instead of receiving damage from that attack, spell, or feature.

At higher levels. The range for this feature increases from 60 feet to 90 feet at 9th level, from 90 feet to 120 feet at 13th level, and from 120 feet to 150 feet at 17th level.

Transport Object

When you reach 9th level, you are able to perform the following, as an action: choose an object that you can see within 30 feet of you that either is within a creature's possession or is medium-sized or lower, choose an area the size of that object that you can also see within 30 feet of you (including your inventory), and then move the chosen object to the chosen area.

Once you use this feature, you may not do so again, until after you have completed a long rest.

At higher levels. Both ranges for this feature increase from 30 feet to 45 feet at 13th level, and then increase again from 45 feet to 60 feet at 17th level. Additionally, if you are not choosing an object that is within a creature's possession, the size of object that can be chosen increases from medium to large at 13th level, and from large to huge at 17th level.

Miracle Wings

When you reach 13th level, you are able to either sprout from your body or stow away a pair of celestial wings as a bonus action, either granting or revoking you a temporary flying speed equal to your walking speed. Sprouting them grants this flying speed, whilst stowing them revokes this flying speed.

This feature can be used a number of times equal to your proficiency bonus, after which these uses can be replenished by finishing either a short or long rest. Whereas finishing a short rest replenishes upwards of half of your proficiency bonus-worth of uses of this feature (rounded down), finishing a long rest replenishes all uses of this feature.

Damage Reflection

When you reach 17th level, whenever you use the Damage Absorption feature, you may make the attacking creature receive force damage, equal to the amount of damage nullified as a result of that feature.

Proficient Shield[edit]

Those who train themselves in the discipline of the proficient shield are less so combat oriented, and moreso oriented in terms of navigation, and serving as a jack-of-all-trades with a shield. Thus by far, this discipline is the most versatile in the number of approaches it takes, to improve one's ability to use their shield in some unique and somewhat niche ways. These ways include grappling objects or other creatures, navigating difficult terrain more effectively, locating objects and creatures more effectively, charming your way out of virtually any situation, and otherwise concealing and obfuscating yourself from view.

Grapple Shield

Starting at 3rd level, you learn how to grapple more effectively, when using a shield. As such, you have an advantages on Strength saving throws and athletics checks whenever you are using a shield. Additionally, your climbing speed when using a shield increases by 15 feet.

Shield Acrobatics

When you reach 6th level, you learn how to evade traps and creature attacks, as well as navigate terrain more easily, whenever you are using a shield. As such, you have advantages on Dexterity saving throws and acrobatics checks whenever you are using a shield. Additionally, as an action, you may turn your shield into your own personal raft or sled, granting you a temporary sailing speed equal to half of your walking speed, rounded up.

Mirror Shield

When you reach 9th level, if you are using a shield, you learn how to detect objects, traps, and creatures, either by using a metal shield's reflection to cover your blindspots, or if you are not using a metal shield, using sound vibrations your shield makes to do so. Whenever you are using a shield, you have advantages on your investigation and perception checks. Additionally, you are able to detect invisible creatures, either by using the reflection of a metal shield to determine whether or not there is a shimmer of light contained within it, centered around the physical features of that creature, or in the event you are not using a metal shield, by using the sound vibrations an invisible creature makes, instead. This feature's traits also apply, if you are wearing armor that is made out of metal.

Ornate Shield

When you reach 13th level, you learn how to decorate your shields and make them look more intimidating and imposing than usual. Whenever you are using a shield, you have advantages on your Charisma-based skill checks. Additionally, if you fail a Charisma-based skill check while you have a shield equipped, you may re-roll it. Once you perform this feature's re-roll, you may not do so again until after you have completed a long rest.

Invisible Shield

When you reach 17th level, you learn how to conceal your shield from the general view. As such, when you are using a shield, you have advantages on your stealth and sleight of hand checks. Additionally, as a result of your gripping technique, your Armor Class bonus when using a standard shield is increased from +4 to +5 with this feature. This bonus applies, even if the shield you are using is either a wooden shield, or a shield made with bone and hide using the cunning artisan feature.

When you reach 20th level, this Armor Class bonus increases from +5 to +6.

Uncanny Shield[edit]

As the namesake might suggest, albeit more combat-oriented, this discipline also places emphasis on versatility, of the uncanny variety. Consequently, those who train themselves in the discipline of the uncanny shield learns to wield their shield, not just as a weapon for blocking, clubbing, and/or spellcasting, but also for slashing things, piercing armor, overpowering other creatures, and/or even as a versatile throwing weapon.

Razor Shield

Starting at 3rd level, you may slice a creature or object open, using your shield. Consequently, you replace the bludgeoning damage of your shield with slashing damage. Additionally, you may now cut through objects using a shield, as if you were using a sword or axe to do so.

Shield Throw

When you reach 6th level, you may use your shield as a throwing weapon, with a range of 30/120 feet. Upon a successful hit, the thrown shield deals finesse bludgeoning damage.

At higher levels. The range for this feature increases from 30/120 to 60/150 when you reach 9th level, from 60/150 to 120/300 when you reach 13th level, and from 120/300 to 150/600 when you reach 17th level.

RicoShield

When you reach 9th level, and when performing your Shield Throw feature as an action, you may apply this feature to cause the shield to bounce off of up to 1d6 + your Strength modifier (minimum of 1) number of creatures that you can see within throwing range, and cause it to return to you as a bonus action, upon hitting all of its targets.

At higher levels. When you reach 13th level, the hit die for this feature increases from 1d6 to 1d8, and increases again from 1d8 to 1d10 when you reach 17th level.

Piercing Shield

When you reach 13th level, you are able to bash a creature in such a manner that it pierces their armor and/or skin. As an attack for your attack action, you may choose to do a piercing attack. When performing this attack, your shield has the finesse property, and it deals piercing damage instead of slashing. This attack ignores any armor a creature may be wearing, as well as any incantation or feature a creature may be using to temporarily boost their Armor Class.

Power Shield

When you reach 17th level, your total number of hit dice when using a shield as a weapon is doubled. Additionally, whenever you attack a creature using your shield, the creature must make a Constitution saving throw with a DC equal to your Strength modifier + your proficiency bonus + 8. Upon a fail, they are knocked prone.

Shieldbreaker Spells List[edit]

Cantrips

Acid Splash, Booming Blade, Chill Touch, Control Flames, Create Bonfire, Druidcraft, Eldritch Blast, Fire Bolt, Frostbite, Green-Flame Blade, Gust, Lightning Lure, Mage Hand, Mind Silver, Mold Earth, Prestidigitation, Ray of Frost, Sacred Flame, Shape Water, Sword Burst, Thaumaturgy, Thunderclap, Vicious Mockery

1st level

Absorb Elements, Arms of Hadar, Bane, Catapult, Cause Fear, Chaos Bolt, Charm Person, Command, Compelled Duel, Detect Evil and Good, Detect Magic, Disguise Self, Dissonant Whispers, Divine Favor, Earth Tremor, Ensnaring Strike, Entangle, Expeditious Retreat, Faerie Fire, Fog Cloud, Guiding Bolt, Healing Word, Hunter's Mark, Inflict Wounds, Magic Missile, Magnify Gravity, Purify Food and Drink, Ray of Sickness, Searing Smite, Shield, Silvery Barbs, Thunderous Smite, Thunderwave, Wrathful Smite, Zephyr Strike

2nd level

Alter Self, Blindness/Deafness, Blur, Branding Smite, Calm Emotions, Crown of Madness, Earthbind, Enthrall, Find Steed, Find Traps, Flock of Familiars, Healing Spirit, Kinetic Jaunt, Knock, Magic Weapon, Mind Spike, Mirror Image, Misty Step, Prayer of Healing, Pyrotechnics, Scorching Ray, Silence, Skywrite, Spiritual Weapon, Tasha's Mind Whip, Vortex Warp, Warding Wind, Zone of Truth

3rd level

Ashardalon's Strike, Aura of Vitality, Beacon of Hope, Bestow Curse, Blinding Smite, Blink, Call Lightning, Conjure Animals, Counterspell, Create Food and Water, Crusader's Mantle, Daylight, Dispel Magic, Elemental Weapon, Enemies Abound, Fast Friends, Intellect Fortress, Life Transference, Mass Healing Word, Meld Into Stone, Motivational Speech, Phantom Steed, Plant Growth, Pulse Wave, Speak With Plants, Spirit Shroud, Thunder Step, Vampiric Touch

4th level

Aura of Life, Aura of Purity, Blight, Charm Monster, Compulsion, Conjure Minor Elementals, Dimension Door, Dominate Beast, Elemental Bane, Fabricate, Find Greater Steed, Giant Insect, Grasping Vine, Guardian of Faith, Guardian of Nature, Phantasmal Killer, Raulothim's Psychic Lance, Sickening Radiance, Staggering Smite, Storm Sphere

5th level

Animate Objects, Antilife Shell, Banishing Smite, Circle of Power, Cloudkill, Commune With Nature, Control Winds, Destructive Wave, Dominate Person, Enervation, Far Step, Geas, Holy Weapon, Immolation, Mass Cure Wounds, Mislead, Modify Memory, Seeming, Steel Wind Strike, Synaptic Static, Telekinesis, Temporal Shunt, Tree Stride, Wrath of Nature

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the shieldbreaker class, you must meet at least one of these prerequisites:

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

  • Armor: All Armor and Shields
  • Weapons: Simple Weapons, and Shields
  • Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and/or Stealth.
  • Tools: A set of artisan's tools of your choice
4.00
(one vote)

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