Shielder (5e Class)

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Shielder

You are a master of the Shield, solely focused on the protection of those around you, even putting yourself in harm's way for others.

Creating a Shielder

When creating a Shielder it is important to keep in mind that you are the mainline of defense; you’re the one rushing in and taking all the hits that would normally fell your teammates but hardly put a dent on your armor.

Quick Build

You can make a Shielder quickly by following these suggestions. First, choose a human variant, and pick Shield Master as your feat, next, Constitution should be your highest ability score, followed by strength, then dex.

Class Features

As a Shielder you gain the following class features.

Hit Points

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

Proficiencies

Armor: All Armor and Shields
Weapons: simple weapons, Shields
Tools:
Saving Throws: Strength, Constitution
Skills: Pick 2 from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, or Survival.

Equipment

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

  • A small Shield
  • (a) a longsword or (b) A shortsword
  • (a) An Explorer’s Pack or (b) a Dungeoner’s Pack
  • (a) Studded Leather Armor or (b) Hide Armor
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Shielder

Level Proficiency
Bonus
Features
1st +2 Indomitable Defense, Fighting Style
2nd +2 Entrenched, Shielder Paths
3rd +2 Iron Defense
4th +2 Ability Score Improvement
5th +3 Extra Attack, Fighting Style
6th +3 Path Feature
7th +3 Moving trenches
8th +3 Ability Score Improvement
9th +4 Body and Mind
10th +4 Path Feature
11th +4 Studious Defender
12th +4 Ability Score Improvement, , Fighting Style
13th +5 Steel Defense
14th +5 Path Feature
15th +5 Hard Knocks
16th +5 Ability Score Improvement
17th +6 Moving Trenches, Fighting Style
18th +6 Adamantine Defense, Path Feature
19th +6 Ability Score Improvement
20th +6 Path Feature

Indomitable Defense

For some reason your defenses seem to be a step above your comrades. This could be the favor of a god, a natural gift, or some other reason. Whatever the reason, it allows you to better protect yourself and those around you. Through your training you have learned not only how to use your shield to defend against blows and push your opponents back, but also how to use your shield's weight as a deadly offensive weapon.

The Size of your shield generates a bonus AC, damage die, and other effects.

Size AC Shop Price Damage Die Weight Defensive Coverage Strength Stealth
Small Shield +2 10gp 1d4 Bludgeoning 6 lb N/A N/A N/A
Throwing Shield +2 10gp 1d6 Bludgeoning 8 lb N/A 9 N/A
Medium Shield +2 50gp 1d6 Bludgeoning 19 lb 1/4 coverage 10 N/A
Aspis Shield +2 50gp 1d6 Bludgeoning 19 lb 1/4 coverage 10 N/A
Large Shield +2 100gp 1d8 Bludgeoning 32 lb 1/2 coverage 12 Disadvantage
Tower Shield +2 200gp 1d10 Bludgeoning 45 lb 3/4 coverage 14 Disadvantage

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Buckler

Used by smaller races. see alternate rules at end of class

Small Shield

A basic shield primarily used by rookies due to its low cost. It has a handle and requires one hand to hold it.

Throwing Shield

A more exotic shield that has a sharp edge around it. The lighter construction allows it to be thrown up to 30 feet and is considered a finesse weapon. If thrown you lose the AC bonus until it is picked back up.

Medium Shield

A common shield for adventurers. It is held on the forearm by handle and strap and requires one hand to hold it.

Aspis Shield

An uncommon shield for adventurers. It has two straps that hold it to the wearer's forearm, allowing the hand to be free. Using this shield grants an extra d4 to opportunity attacks made with the glaive, halberd, pike, quarterstaff, or spears.

Large Shield

These shields are commonly used by knights and paladins for their defensive capabilities. It is stabilized on the forearm by strap and requires one hand to hold the handle.

Tower Shield

This large shield stands up to one's shoulders. It is held by the handle and secured to the forearm with a strap. The tower shield is recommended for a more defensive fighting style. If a small race uses this shield it will require two hands.

Grand Tower Shield

A tower shield used by larger races. If a small or medium race uses this shield it will require two hands. See alternate rules at end of class.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, you gain an additional style at 5th level, 12th level, and 17th level.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Parry

If you use your reaction to block with a shield, and you roll a 19 or 20 against an attack made with a melee weapon and succeed, your opponent's weapon is knocked to the ground. the opponent must be within 5 feet of you.

Basher

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

Charger

Requirements: Basher or Path of Avalon

If you shove a creature you shove it 10 feet instead of 5 feet

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Entrenched

When you decide to settle into a defensive stance, there aren’t many who can break past it. At the 2nd level, if you do not use your movement on your turn you go into a defensive stance. Meaning that all attacks made against you are done with a disadvantage, making an attack action removes you from your defensive stance.

Shielder Paths

Choose a Shielder Path, which describes the source of your defensive power detailed at the end of the class description. Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, 14th, and 18th level.

Iron Defense

at 3rd level, the magic that has been enhancing your outer defenses in now flowing inward and through you, making you immune to disease and resistant to two more of the following types of damage: acid, cold, fire, force, lightning, necrotic, psychic, radiant, poison, or thunder.

Ability Score Increase

When you reach the 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

Beginning at 5th level, when you take the attack option, you may attack twice.

Entrenched

At 7th level, you may now move 15 feet and still be able to maintain your Entrenchment status. All attacks made against you are done with a disadvantage, and making an attack action removes you from your defensive stance.

Body and Mind

At 9th level, you gain proficiency with Wisdom saving throws. You also have an advantage against being frightened

Studious Defense

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)

Steel Defense

at the 13th level, the magic that has been flowing inward and through you has increased making you immune to disease and poison. and resistant to two more of the following types of damage that you have not already chosen: acid, cold, fire, force, lightning, necrotic, psychic, poison, radiant, or thunder.

Hard Knocks

At the 15th level whenever an enemy moves within 5 feet of you, you may take an opportunity attack against them with your shield. doing damage based on the size of your shield

Moving Trenches

At 17th level, you may now move 30 feet and still be able to maintain your Entrenchment status. All attacks made against you are done with a disadvantage, and making an attack action removes you from your defensive stance.

Adamantine Defense

at 19th level, you gain resistance non-magical damage and critical hits,

Path of Avalon

Thorn shielders have studied nature, learning the ways that large beasts and plants are capable of not only being defensive but also their destructive and harmful attributes. Shielders who go this route tend to have fur pelts, bone or vines on the armor and shield.

Deadly Foilage

At level 2 you have learned to bend nature to your aid causing thorny vines to cover your shield and harm those that target you. If an enemy within 5 feet of you makes a melee attack on you they take 1D4 piercing damage.

Broken Bones I

At level 6, If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. If you attacked twice you can make the bonus action after each attack.

Aura of Thorns

Beginning at 10th level, your presence becomes harmful, enemies that start their turn within 10 feet of you take 1d8 piercing damage.

Broken Bones II

At level 14, If you take the bonus action to try to shove a creature, on a successful shove, the creature takes damage as if it was attacked.

Extra Attack

At level 18, when you take the attack option, you may attack three times.

Path of Hadrian

You wish to focus on defense, enduring more punishment than your fellow shielders allowing you to move and react faster, which can change the tide of a battle.

Aura of Bulwarks

At level 2 when an ally that is directly behind you and within 5 feet of you is attacked, you may shield them for coverage based upon the defensive coverage of your shield.

Nether Shielding I

At level 6, you can use your reaction to make a shield that surrounds you, capable of taking magical damage equal to half your hit points.

You may use this ability up to three times per long rest.

The ability lasts for one minute.

Ancient Ferocity

At level 10, You may use your reaction anytime a selected ally could use a reaction.

You may choose a new ally after completing a long rest.

at level 18, you may select three allies.

Nether Shielding II

At level 14, you can use your reaction to make a shield that surrounds you or an ally, capable of taking magical damage equal to half your hit points.

You may use this ability up to five times per long rest.

The ability lasts for 5 minutes.

Path of Belfry

You have become trained in ranged weapons and learned how to apply the benefits of defense, and range together making it difficult for many people to touch you.

Aura of Towers

At level 2, you become proficient with hand crossbows and can use the weapons from an entrenched position without losing your defensive coverage.

level

At level 6

level

At level 10

level

At level 14

level

At level 18

Path of Magus

Focus on Support(Necromancy, illusion, abjuration, and enchantment) magic

Spellcasting

Spellcasting

When you reach 2nd level, you augment your defensive prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Your shield can be used as your arcane focus.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels

Spell Slots

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

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Shielder Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability Wisdom is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier


Shielder Spellcasting Table
Level Cantrips known Spells Known level 1 level 2 level 3 level 4
2 2 3 2 - - -
3 2 3 2 - - -
4 2 4 3 - - -
5 2 4 3 - - -
6 3 4 3 - - -
7 3 5 4 2 - -
8 3 6 4 2 - -
9 3 6 4 2 - -
10 3 7 4 3 - -
11 4 8 4 3 - -
12 4 8 4 3 - -
13 4 9 4 3 2 -
14 4 10 4 3 2 -
15 4 10 4 3 2 -
16 4 11 4 3 3 -
17 4 11 4 3 3 -
18 4 11 4 3 3 -
19 4 12 4 3 3 1
20 4 13 4 3 3 1

Double Actioned

At level 6, you may take two casting actions during your turn rather than two attacks.

Arcane Recovery

At level 10, Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your shielder level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level shielder, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Anti-magic Zone

At level 14, if a spell would target a creature within 10 feet of you, then you may have the caster do so at disadvantage.

You may use this ability up to five times per long rest.

The Ultimate Shield

At level 18, You may cast Template:5e: Invulnerability upon yourself by spending your action.

When Invulnerability ends, your exhaustion level increases to level 4

Multiclassing

Prerequisites. To qualify for multiclassing into the Shielder class, you must meet these prerequisites: a 13 Strength and 13 Constitution

Alternative Rules

The following lists are rules for different race sizes, among other things believed to be helpful.

Small PC Races

A creature with a small size would gain 3/4 defensive coverage behind a large shield. A small PC would start with the buckler, instead of a small Shield.

Size AC Shop Price Damage Die Weight Defensive Coverage Strength Stealth
Buckler +1 5gp 1d4 Bludgeoning 2 lb N/A N/A N/A
Small Shield +2 10gp 1d4 Bludgeoning 6 lb 1/4 N/A N/A
Throwing Shield +1 20gp 1d6 Bludgeoning 4 lb 1/4 9 N/A
Medium Shield +2 50gp 1d6 Bludgeoning 19 lb 1/2 coverage 10 N/A
Aspis Shield +2 50gp 1d6 Bludgeoning 19 lb 1/2 coverage 10 N/A
Large Shield +2 100gp 1d8 Bludgeoning 32 lb 3/4 coverage 12 Disadvantage

Large PC Races

A creature of large size, would only get 1/2 coverage from the tower shield, but would be able to use a grand tower shield, to gain 3/4 coverage. A small PC would start with the Medium Shield, instead of a Small Shield.

See chart below

Size AC Shop Price Damage Die Weight Large PC Defensive Coverage Strength Stealth
Medium Shield +2 50gp 1d6 Bludgeoning 19 lb N/A 10 N/A
Aspis Shield +2 50gp 1d6 Bludgeoning 19 lb N/A 10 N/A
Large Shield +2 100gp 1d8 Bludgeoning 32 lb 1/4 Coverage 12 Disadvantage
Tower Shield +2 200gp 1d10 Bludgeoning 45 lb 1/2 Coverage 14 Disadvantage
Grand Tower Shield +2 250gp 1d12 Bludgeoning 58 lb 3/4 Coverage 16 Disadvantage

Shield Links

Buckler https://www.dandwiki.com/wiki/Buckler_(5e_Equipment)

Small Shield https://www.dandwiki.com/wiki/Small_Shield_(5e_Equipment)

Throwing Shield https://www.dandwiki.com/wiki/Throwing_Shield_(5e_Equipment)

Medium Shield https://www.dandwiki.com/wiki/Medium_Shield_(5e_Equipment)

Aspis Shield https://www.dandwiki.com/wiki/Aspis_shield

Large Shield https://www.dandwiki.com/wiki/Large_Shield_(5e_Equipment)

Tower Shield https://www.dandwiki.com/wiki/Tower_Shield,_Alternative_(5e_Equipment)

Grand Tower Shield: https://www.dandwiki.com/wiki/Grand_Tower_Shield_(5e_Equipment)


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