Legend of the Holy Heroes (Shield Hero 5e)

by ViatorEagle

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Legend of the Holy Heroes

Introduction

The Legend of the Holy Heroes was created in order to bring the settings of the Rising of the Shield Hero Series in a semi balanced with optional content to play more like the Four Holy Heroes. It also includes how to make the your own holy and vassal heroes in the forms of templates. Unique setting mechanics have also been included for things like the Class Upgrades and Waves of Catastrophe.

Spoiler Warning (Light)

The Legend of the Holy Heroes contains spoiler for those that have only watched the Anime and Manga. That being said only names of skills and powers are spoilers. Perceptive readers might figure some things out, but it's highly unlikely. While this book doesn't state any plot and story beats outright, the next Spoiler Warning does protect perceptive readers from gaining knowledge that Anime and Manga have yet to cover. You Have Been Warned!

Special Thanks & Acknowledgements

Special Thanks to Aneko Yusagi, the pen name of the owner and author of the Light Novel of the Rising of the Shield Hero series that the Anime, Manga, and other spin offs are based on.

All art work is taken from either the Light Novel, Anime or the Manga of the Rising of the Shield Hero series.

The Legend of the Holy Heroes is fan made content for Dungeon and Dragons 5e and is not endorsed by the Wizards of the Coast or Aneko Yusagi. It's content was solely made for the Unearthed Arcana Reddit page.

Table of Contents

Shield Hero

Legends tell of a time when a series of great natural disasters know as the Waves of Catastrophe accrue. Four Holy Heroes are summoned from another world to help end the waves. One of these heroes is the Shield Hero.

The Saint of the Shield

The Shield Hero, one of the four cardinal hero's and bearer of the legendary cardinal shield, is a warrior that specializes in defending his allies in battle at the cost of his own well being. A Shield Hero embodies the true definition of perseverance and durability as the charge into battle wielding only a shield to fend off the many challenges ahead.

Creating a Shield Hero

Why were you chosen to become the Shield Hero? Were you summoned to fight the waves, or another powerful foe? Do you have any prior world knowledge from a game you play. Do you fight to protect others for the sake of the world or just your companions? Do you plan out each of your maneuvers or charge into battle to overwhelm your opponents with your near impregnable defenses?

Class Features

As a Shield Hero you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light, Medium, Shields
  • Weapons: None
  • Tools: None

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Athletics, Acrobatics, Insight, Medicine, Perception, Survival, Intimidation, or Arcana.

Equipment

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

  • The Legendary Shield
  • (a) Modern Day clothing or (b) Common clothing from their home world
  • 200 gp of funds given to you after a meeting with the ruler of country you were summoned to.
Optional Equipment

With your DM's permission you can also start with any of the additional equipment rather then the 200 gp:

- (a) a dungeoneer’s pack or (b) an explorer’s pack

- (a) Studded Leather Armor or (b) Chain Shirt

- Two Potions of Healing

The Shield Hero
Level Proficiency Bonus Features SP SP Limit MP MP Limit EP Base Power Up Points
1st +2 The Holy Legendary Shield, Change Shield, Stat Power Up Implementation (Optional), Skill Power Up Implementation 4 2 2
2nd +2 Shielder's Specialization, First Class Magic (Cantrips) 6 2 4
3rd +2 Curse Series 14 2 4 2 6
4th +2 Ability Score Improvement 17 3 6 2 8
5th +3 Extra Reaction, Zweite Class Magic (1st lvl Spells) 27 3 6 2 11
6th +3 Ability Score Improvement 32 3 6 2 14
7th +3 - 38 4 14 3 17
8th +3 Ability Score Improvement 44 4 14 3 20
9th +4 Drifa Class Magic (2nd lvl Spells) 57 5 14 3 24
10th +4 Life Force and EP 64 5 17 3 2 28
11th +4 Extra Reaction (2) 64 6 17 3 2 32
12th +4 Ability Score Improvement 64 6 17 3 4 36
13th +5 Way of the Dragon Vein Magic (3rd lvl Spells) 64 7 27 5 4 41
14th +5 64 7 27 5 6 46
15th +5 64 8 27 5 6 51
16th +5 Ability Score Improvement 64 8 32 5 8 56
17th +6 Liberation Class Magic (4th and 5th lvl Spells) 64 9 32 5 8 62
18th +6 71 9 32 5 10 68
19th +6 Ability Score Improvement 71 9 38 6 10 74
20th +6 Extra Reaction (3) 71 9 38 6 12 80

The Holy Legendary Shield

At 1st level, you've been chosen to wield the Holy Legendary Shield. While some consider it a blessing, others see it as a curse.

Legendary Weapon Rules

While all Legendary weapons comes with a certain set of rules and abilities, the shield has some extra that are enforced under all circumstances.

  1. Legendary Weapons innately inhibit each other's experience gain when in close proximity, forcing heroes to adventure individually. If another Holy Legendary Weapon is within 1000 feet of your location, both of the holy heroes will not gain experience. A Holy Hero can be near a Vassal Hero without triggering this limit.
Option: Rule 1 Exception

While legendary weapons would normally not allow Heroes to gain experience while near one another a DM might want to allow experience gain during Wave of Catastrophe or battle with the Benevolent Beasts

  1. You are restricted from using any other weapon for combat purposes or for the intent of causing bodily harm to another being. Attempting to do so will cause you to take 1d4 lightning damage and immediately drop the weapon.

  2. The assigned weapon will teleport to the user if removed more then 5 feet. However it can be moved around the body and can also be shrunk down to an inch width and length for comfort.

  3. The Legendary Weapon is considered permanently attuned to the user. The attunement cannot be ended by any means short of a wish spell and if the target of said wish spell is unwilling they can make a Constitution Saving throw with a DC of 20, otherwise your attunement ends with the Legendary Weapon and any class levels in this class are removed from the character forever. If you choose to re-attune to the weapon you lose all progress you had previously made and must start again from level 1 of the class.

  1. Verbal language is translated to the user into their primary language, and the user can vocalize into their recipient's primary language. This ability doesn't work on monsters.
How does Rule 5 work?

Rule 5 is meant to give the legendary weapons holder the ability to talk to all languages at least in the setting of the Rising of the Shield Hero. It works in that setting since almost all monsters can't speak. This doesn't translate to d&d 5e well since even some of the civilized races speak exotic and monstrous languages.

This book suggests treating it like the following. The legendary weapons holder can understand and communicate with any creature that knows the standard or exotic languages other then Deep Speech. The weapons would not translate for creatures like elementals that understand Primordial but would never converse with humans.

  1. The Legendary Weapons can absorb loot, items, and materials to unlock new variations of themselves. The user can access new transformations provided they reach the level requirement.

  2. The Legendary Weapons can transform into different variations that grant the user new equip bonuses, such as stats, skills and abilities. Variations can become mastered with enough experience, allowing the user to permanently retain the equip bonuses even if they switch transformations. Some bonuses remain exclusive.

  3. The Legendary Weapons can changes forms as a bonus action on your turn for free.

  4. The Legendary Weapons have the ability to copy different variations of the same weapon they encounter.

Unique Holy Legendary Shield Properties

The Holy Legendary Shield Properties gives the following additional properties at 1st level.

  1. The Legendary Shield gives you a permanent +5 to your AC. In addition even if you are hit by a natural 20, the roll must at least meet your AC in order for you to take damage.
  2. The Legendary Shield prevents you from dealing any significant damage, unless it comes from another shield skill or an unarmed strike. The unarmed strike can't do more then 1 bludgeoning damage, unless another shield gives it more power.
  3. As an action the user can Defend, in doing so they double the AC bonus that the equipped shield has until the start of there next turn.
  4. You gain the Shield Master Feat.

SP

Wielders of the Legendary Weapons use a unique type of magic system for their skills and magic. This system, often referred as the SP system, shows up as SP in their status menus.

The number of SP you have is based on your Shield Hero level, as shown in the SP column of the Shield Hero table. The number shown for your level is your base SP point maximum. Your SP total returns to its maximum when you finish a long rest. The number of SP you have can’t go below 0 or over your base maximum unless you get a new weapon form that increases the value.

SP Limit

Though you have access to a potent amount of SP, it takes training and practice to use it properly. There is a limit on the number of SP points you can spend to activate a skill. The limit is based on your Shield Hero level, as shown in the SP Limit column of the Shield Hero table. For example, as a 3rd-level Shield Hero , you can spend no more than 2 SP on a skill each time you use it, no matter how much SP you have.

Shield Skills and Spells

Wisdom is your spellcasting ability for your spells and skills. The power of your spells comes from the legendary shield. 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 spell you cast.

Spell & Skill Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell & Skill attack modifier = your proficiency

bonus + your Wisdom modifier

Gaining New Shields and Skills

You can gain different shields by allowing your shield to absorb various materials. Some examples include absorbing parts of a zombie would give access to the Zombie Shield, or absorbing lead ore will give you access to the Lead Shield. Coping shields follows a similar process except it doesn't require you to consume the original shield. See the full list of available shields and templates on how you can make your own in the Hero Weapon List section.

Changing Shields

You can change your current equipped shield once for free per turn, otherwise needing to change it again requires a bonus action.

MP

Wielders of the Legendary Weapons use a different type of magic system rather then the spell slot system for their magic. This system, often referred as the MP system, shows up as MP in their status menus.

The number of MP you have is based on your Shield Hero level, as shown in the MP column of the Shield Hero table. The number shown for your level is your base MP point maximum. Your MP total returns to its maximum when you finish a long rest. The number of MP you have can’t go below 0 or over your base maximum unless you get a new weapon form that increases the value.

MP Limit

Though you have access to a potent amount of MP, it takes training and practice to use it properly. There is a limit on the number of MP points you can spend to activate a spell or skill. The limit is based on your Shield Hero level, as shown in the MP Limit column of the Shield Hero table. For example, as a 3rd-level Shield Hero , you can spend no more than 2 MP on a skill or spell each time you use it, no matter how much MP you have.

Unique Hero Magic

If the wielders of the Legendary Weapons are willing to take the time to learn the magical language of the world they can learn the unique hero magic spells that normal adventures could never use. These spells require the hero to spend hours studying the magic of the world, the amount of hours is determined by the spell in the Hero Magic section of this book.

Change Shield (Skill)

At 1st level you gain the ability to alter the appearance and/or abilities of the legendary shield by manipulating the magic in the shield. By using 1 SP point and saying the words "Change Shield", you can quickly swap to another shield and use the new shield's reaction base skill as a single reaction. You have to pay 1 SP to swap and the amount of SP for the skill use.

Stat Power Up Implementation (Optional)

The Shield Hero Rising setting had another means of getting stronger besides levels, while it worked in that system it might not work in d&d 5e. Because it could possible get broken it is optional content. Ask your DM if you can use any of the Stat Power Up Implementation systems. More details can be found in the Stat Power Up Implementation section.

Skill/Shield Power Up Implementation

In the Shield Hero Rising setting the skills that the legendary weapons have can increase the strength of their skills as well as the base stats of the weapon version. In the main setting each weapon has a unique method that interacts with the skills, magic, or base weapon differently. For simplicity this has combined Power Up Points which can be spent to increase the shield/skill abilities. You have to have a base power up points equal to what you see in the Base Power Up Points column of the Shield Hero table.

The amount of power up points you have is equal to the amount to the different power up methods you know times the Base Power Up Points at your level. (For example if your level 10 and you know 3 power up methods the amount of power up points you have is equal to 28 * 3 = 84)

Shielder's Specialization

At 2nd level, you adopt a particular Specialization allowing you to either focus further protecting others or allow you to attack some more.

Protection

You specialize in prioritize protecting others over yourself.

If you see one of your allies within 5 ft getting targeting by attack, you can use your reaction to give that ally the current shields AC bonus.

Offense

You specialize in turning your shield defense bonus into attack power.

Your unarmed strikes now becomes a shield bash that deals damage. A Shield Bash skill now deals an amount of damage equal to 1d4 + your strength modifier + your current shield AC bonus.

First Class Magic

As the shield hero you have a gift for support and utility type spells. At 2nd level you can cast the Cantrips Spare the dying, Resistance, and Guidance from the Cleric Spell list. Cantrips do not have no MP cost.

If you willing to spend the time to learn Hero Magic, you can learn the Guard and Heal series.

Curse Series

Coming to a new world, being thrust into combat and being trusted with power can cause one to question their morals, beliefs and sanity when they fail. At 3rd level you've unlocked the possibility of tapping into the dark power hidden within each of the Legendary Weapons called the Curse Series.

More information on how use, tap into and what the Curse Series are can be found in the Curse Series section of the book to avoid spoilers.

Themed Curse

For players and DM's that want to follow as close as the Shield Hero we see in the source material unlock / pick the Wrath Curse Series.

Ability Score Increase

When you reach 4th level, and again at 6th, 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 Reaction

Beginning at 5th level, you can react twice, instead of once, whenever you use a reaction based skill or ability from your shield.

The number of reactions increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Zweite Class Magic (1st lvl Spells)

Beginning at 5th level you gain access to a larger variety of lower tier magic. You gain the ability to cast both the Mending and Thaumaturgy Cleric cantrips as well as the 1st level Cleric spells Bless, Healing Word, and Shield of Faith.

To cast a spell at 1st level spell or higher it consumes the amount of SP points of that equivalent level(i.e. Casting healing word at 1st level consumes 1 MP point while casting Healing word at 3rd level consumes 3 MP points). You also cannot cast a spell that is higher than your MP limit.

If you willing to spend the time to learn Hero Magic, you can learn Aura series as well as continue to increase your knowledge on the Guard and Heal series to unlock their Zweite versions.

Drifa Class Magic (2nd lvl Spells)

Starting at 9th level, You unlock an even greater arsenal of spells to have at your disposal. You gain the ability to cast the first level Cleric spells Detect Magic and Purify Food and Drink. You also gain access to the 2nd level Cleric spells Aid, Lesser Restoration, and Protection from Poison.

If you willing to spend the time to learn Hero Magic, you continue to increase your knowledge on the Guard, Heal, and Aura series to unlock their Drifa versions.

Life Force and EP

At 10th level thanks to your own hard work, training, and the Energy Power Up method you've unlocked the ability to manipulate your Life Force into your magic, skills, and more.

This power manifests as EP in your stats, you gain 2 EP points and it increases by 2 every other level up to a max of 12 at level 20. You can spend EP to use a variety of abilities that replicate the Hengen Musou fighting style. You can spend an amount of EP up to your proficiency bonus on any of the following abilities.

  1. Wall: As an action you can create an invisible barrier around your body giving yourself a +1 to AC for every EP you spend for 1 minute.

  2. Bead: As a reaction to successfully blocking a magical ranged attack that you can see, you can spend EP to reflect and empower that attack sending it back at the caster dealing 1d10 damage per EP spent. The damage is the same type that the spell would have dealt. You can only use this power once per turn, no matter how many reactions you have.

  3. Counter: If you think your going to get hit with a defense-ignoring or defense-rating attack you can use your reaction to spend EP to resist the attack by 1d10 per EP spent. At a minimum you take 1 point of damage.

  4. Empower: As a bonus action for a action based skill or spell or as a reaction for another reaction based skill you can increase the potency, healing capabilities or health for a barrier by 1d4 per EP spent.

Way of the Dragon Vein (3rd lvl Spells)

At 13th level the Way of the Dragon Vein blessing that has been bestowed on you has taken affect. You learn how to cast counter magic with ease saving MP in the process.

When you can cast Counter Spell and Dispel Magic you do so in a way to automatically cast it with the amount of MP equal to it's level, as long as you can see and hear the caster casting, and you have the amount of MP spend that isn't over your MP limit.

In addition, your prowess in magic has advanced once again and you now have access to even greater spells. You can now cast the 2nd level Cleric spell Enhance Ability. As well as gain access to the 3rd level Cleric spells Mass Healing Word, Protection from Energy, and Beacon of Hope.

If you willing to spend the time to learn Hero Magic, you continue to increase your knowledge on the Guard, Heal, and Aura series to unlock their All versions.

Option: Surrounding Enhancement

Following the source material, the Way of the Dragon Vein also allows one to take energy from the surroundings to enhance or change how spells work. One could say carry Holy Water to increase healing or change the damage of a spell to radiant. See the Way of the Dragon Vein Section for more information.

Liberation Class Magic (4th and 5th lvl Spells)

At 17th level thanks to you've learned how to use Liberation class magic, only achievable by heroes because it combines both SP, the Way of the Dragon Vein, and EP as the binding.

You gain access to the 3rd level Cleric spell Clairvoyance. You also gain access to the 4th level Cleric spells Death Ward, Freedom of Movement, and the 5th level Cleric spell Mass Cure Wounds.

If you willing to spend the time to learn Hero Magic, you continue to increase your knowledge on the Guard, Heal, and Aura series to unlock their Liberation versions.

Hero Magic

Hero Magic is the unique magic that only the wielders of the legendary weapons can use. Not every hero can learn all of the hero magic spells as it depends on the hero's weapons. These spells can't be counter spelled, however they do not work in an anti magic zone.

Shield Hero Magic

First Heal

Evocation MP 0


  • Casting Time: 1 action
  • Range: Touch
  • Components: V
  • Duration: Instantaneous
  • Research: 5 hours

You touch a living creature that has 0 hit points and it regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

First Guard

Abjuration MP 0


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V
  • Duration: 10 minutes
  • Research: 5 hours

You touch a living creature and a shimmering field appears and surrounds them granting it a +1 bonus to AC for the duration. Only one guard spell can be casted on a target at a time.

Zweite Heal

Evocation MP 1


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Research: 10 hours, and First Heal

A creature of your choice that you can see within range regains hit points equal to 1d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 1.

Zweite Guard

Abjuration MP 1


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 10 minutes
  • Research: 10 hours, and First Guard

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 1. Only one guard spell can be casted on a target at a time.

Zweite Aura

Enchantment MP 1


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute
  • Research: 10 hours

You give an aura to a creature you can see within range. The targets gains an additional +2 to all their stats and causes their weapons to be considered a +1 magical weapon if it wasn't already considered one. Effectively it gives them a +1 to hit, damage, and saving throw rolls before the spell ends. Only one aura spell can be casted on a target at a time.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 1.

Dreifa Heal

Evocation MP 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Research: 20 hours, and Zweite Heal

A creature of your choice that you can see within range regains hit points equal to 3d10 + your spellcasting ability modifier. This spell has no effect on undead or constructs. In addition this also has the same affect as the Lesser Restoration spell.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 1.

Dreifa Guard

Abjuration MP 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 10 minutes
  • Research: 20 hours, and Zweite Guard

A shimmering field appears and surrounds a creature of your choice within range, granting it a +3 bonus to AC for the duration. In addition you gain resistance to all non-magical bludgeoning, piercing, and slashing damage. Only one guard spell can be casted on a target at a time.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 1.

Dreifa Aura

Enchantment MP 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute
  • Research: 20 hours, and Zweite Aura

You give an aura to a creature you can see within range. The targets gains an additional +6 to all their stats and causes their weapons to be considered a +3 magical weapon if it wasn't already considered one. Effectively it gives them a +3 to hit, damage, and saving throw rolls before the spell ends. Only one aura spell can be casted on a target at a time.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 1.

Liberation Heal

Evocation MP 2, SP 2, EP 2


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous
  • Research: 40 hours, and Dreifa Heal

A creature of your choice that you can see within range regains hit points equal to 5d12+ your spellcasting ability modifier. This spell has no effect on undead or constructs. This also removes the negative effects given by the curse series. In addition this also has the same affect as the Greater Restoration spell.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 2.

Additional EP When you cast this spell using additional EP, you can increase the amount of healing by 1d12 per every additional EP spent.

Liberation Guard

Abjuration MP 2, SP 2, EP 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 10 minutes
  • Research: 40 hours, and Dreifa Guard

A shimmering field appears and surrounds a creature of your choice within range, granting it a +5 bonus to AC for the duration. In addition you gain resistance to all non-magical damage. Only one guard spell can be casted on a target at a time.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 2.

Additional EP When you cast this spell using additional EP, you can increase the bonus to AC by 1 per additional EP spent.

Liberation Aura

Enchantment MP 2, SP 2, EP 2


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: 1 minute
  • Research: 40 hours, and Dreifa Aura

You give an aura to a creature you can see within range. The targets gains an additional +10 to all their stats and causes their weapons to be considered a +3 magical weapon if it wasn't already considered one. If a target is immune to the damage type this weapon deals, it now deals full damage. Effectively it gives them a +5 to hit, damage, and saving throw rolls before the spell ends. Only one aura spell can be casted on a target at a time.

All Variation When you cast this spell using additional MP, for every additional point of MP the amount of creatures you can target increase by 2.

Additional EP When you cast this spell using additional EP, for every additional point of EP the amount of creatures you can target increase by 2.

Stat Power Up Implementation (Optional)

In the Shield Hero Rising Setting the legendary weapon wielders gain bonuses to their stats by putting materials from dead monsters into their weapons. This works real well for the video game like setting in which a +3 to Health isn't that much of a bonus, however that doesn't work for d&d as that same +3 bonus to Health is a big deal when it can come from every creature that is defeated. This book recommends that you do the following Stat Power Up Implementation to replicate the idea form the source material. This an an optional stat power method that the DM must approve of before the campaign starts, in addition it is recommend that the stat bonus for this be tracked separately just incase a DM decides that it is to powerful.

Every time a hero collects the material and unlocks a new weapon they can get an amount of stat points equal to the monsters challenge rating to benefit separate stat numbers that's determined by the highest stat the monster has. The amount of the separate stat number determines the actual stat bonus, which can be seen at the table bellow. It is recommended that your stat bonus never be more then proficiency bonus.

It is up to the DM if they want to allow the Stat Bonus increase the base stats over 20, so the new max is 26.

Stat Bonus Stat Points
1 10
2 30
3 50
4 100
5 300
6 500

Example

As an example, lets see what happens when a hero throws materials from a Fire Snake into the legendary weapon that's level 4 and that the hero already 49 stat points in strength. Since the Fire Snake is a CR 1, and it's highest stat is Strength. That would mean that the Hero Strength Stat Points would increase to 50, but the stat bonus would remain at 2 because the Hero's proficiency bonus is 2. Now if the Hero was at 5th level, their Stat Bonus would increase to 3 because their proficiency bonus is now 3.

Shield List

The Shield list provided is only a starting guide for characters as each creature that you collect in D&D should give their own shield. It is encouraged to discuss possible new shields with your DM for monsters that you and your party might defeat later down the line. As the current list will only cover the shields shown throughout the original series.

Some shields have a table bellow it, the fist column is the amount of power up points you need to put into a shield in order to unlock the next bonus.

It is recommended that any stat bonus increase never increase more than your own bonus from the Stat Power Up Implementation.

Shield's that have (FM) next to their name means they are Fan Made and not based off anything in the source material.

Types of Shields

The legendary shield is theorized to have hundreds if not thousands of shields. These shields can be seperated into several different categories, Offensive, Defensive, Utility, Counter Attack

  • Offensive: Very few shields should be offensive in nature. These types of shields allow the user to directly attack the target. Power Up points are generally spent on making the attack stronger or cost less SP.
  • Defensive: Most unlock shields should be defensive in nature. These types of shields often give defensive abilities and skills. Power Up points are generally spent increasing the strength of the shield and effectiveness of the abilities and skills.
  • Utility: Most of these shields should be unlocked by absorbing tools, and often give a bonus relating to the tool as well as give the character proficiency with said tool. In rare cases these shields give stat bonuses to yourself and allies.
  • Counter Attack: Counter Attack shields are the main way for the shield hero to deal damage. They always relay on the enemy to attack the hero to trigger the attack. Shields collected from the Wave Boss should always give these types of shields. Power Up points are generally spent increasing the shields defenses and the effectiveness of the abilities and skills.
  • Curse: See the Curse Series Section for more information on these shields.

Shield Template

A general description of what the shield looks like, makes sure to always include the gem orb.

Accessibility: How was this shield obtained

Class Level Requirement: What is the minimum level you need to be in order to use this shield

Unlock Bonus: Unlock bonus is an overall bonus you get after unlocking the shield, you do not need to have the shield active in order to benefit from the shield. This normally gives skills and stat benefits.

Equip Bonus: This is a bonus skill or ability that can only be used while this shield is active.

Base AC: The Base AC that the shield has. It is recommended that it be at least two for shields that are meant to be combat worthy.

Power Up Point Table: Bellow most shields is a Power Up Point Table, it details the amount of power up points is needed for the shield to gain a new bonus ability.

P.U.P. Bonus
1 (Recommended) Additional +1 to the shields base AC
3 (Recommended) Bonus to Ability
6 (Recommended) Additional +2 to the shields base AC
9 (Recommended) Bonus to Ability
12 (Recommended) Additional +3 to the shields base AC
15 (Recommended) Bonus to Ability

Shield Base AC Recommendation.

This book recommends to give the Shield Hero's rewards based of the following table. A Wave of Catastrophe Boss should always reward a bonus of one step up from the current recommendation.

Level /CR Base AC
1 - 3 2 (0)
4 - 6 3 (+1)
7 - 11 4 (+2)
12 - 16 5 (+3)
17 - 20 6 (+4)

Small Shield

The original form of the legendary shield. It is a Heater type made out of a silver colored metal with a green crystal in the center.

Accessibility: Obtained by gaining your first level in the Shield Hero Class

Class Level Requirement: 1st Level

Unlock Bonus: None

Equip Bonus: None

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Additional +2 to the shields base AC
6 Additional +3 to the shields base AC

Leaf Shield

A green shield that takes the shape of a scalloped Leaf with a dark green crystal in near the top.

Accessibility: Obtained by absorbing some leaves from 5 different plants.

Class Level Requirement: 1st Level

Unlock Bonus: None

Equip Bonus: While the shield in equipped you improve the quality of plants you may find. This increase doubles the GP value of the plants.

Base AC: 2

Fish Shield

A round shield that has casting mechanism on the front of the shield with a blue crystal above it.

Accessibility: Obtained by absorbing a fishing rod.

Class Level Requirement: 1st Level

Unlock Bonus: None

Equip Bonus: This shield can be used as a fishing rod. While being used as a fishing rod, you gain a +2 to survival checks that involve fishing.

Base AC: 1

Green Mush Shield

A small green target shield with a green crystal in the corner. This shield has the resembelance of a small set of herbalist tools with all the tools attached to the shield through unknown means.

Accessibility: Obtained after absorbing a herbalism kit

Class Level Requirement: 1st Level

Unlock Bonus: When using the herbalism kit you can make products in half time and with double the usual amount.

Equip Bonus: This shield can be used as a substitute to a herbalism kit with the added benefit of being able to store up to 100 pounds of materials used for making produce with the herbalism kit.

Base AC: 1

Small Poison Shield

A dark green Heater shield with a symbol of a bottle with a green substance in the middle of it while a brown crystal was presented as the cap of the bottle.

Accessibility: obtained after absorbing some mildly poisonous plants or expired medicine.

Class Level Requirement: 1st Level

Unlock Bonus: None.

Equip Bonus: While this shield is equipped you have resistance to poison damage

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Additional +2 to the shields base AC
6 Additional +3 to the shields base AC

Siderite Shield

It's a much larger form of the original form of the legendary shield. It is a tower shield type made out of a silver colored metal with a green crystal in the center.

Accessibility: Copy from a +3 Shield

Class Level Requirement: 10th Level

Unlock Bonus: Unlock the Shooting Star Shield Skill

Equip Bonus: None

Base AC: 5

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Additional +2 to the shields base AC
6 Additional +3 to the shields base AC

Green Slime Shield (FM)

The Shield takes on a more oval shape, with a green orb in the center. It looks like green slimy substance is coming off the shield, however when you touch it, it feels solid

Accessibility: Absorb material of a green slime

Class Level Requirement: 1st Level

Unlock Bonus: None

Equip Bonus:

Acid Resistance

Stick Shield

When someone attacks you with a hand held weapon and misses, you can use your reaction to spend 2 SP to make your shield sticky. The weapon holder must make a Strength Saving Throw or loss their grip on their weapon. The Shield can only hold one weapon at a time and the hero can choose when the shield drops the weapon.

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Sticky Shield can now hold two weapons
6 Additional +2 to the shields base AC
9 Sticky Shield can now hold three weapons
15 Acid Resistance becomes an Unlock Bonus

Small Medicine Shield

A white heater shield with a symbol of a bottle with a red substance in the middle of it while a blue crystal acts as the cap of the bottle.

Accessibility: obtained after absorbing a healing potion

Class Level Requirement: 1st Level

Unlock Bonus: None

Equip Bonus: While this shield is equipped any healing received or given will be increased by 1d4.

Base AC: 2

P.U.P. Bonus
1 When you have this shield equipped, any healing done to yourself also heals allies within 10ft circle centered on you regain hit points equal to half the amount you healed.
3 The circle increases by 10ft.
6 The amount of hit points regained is now the full amount rather then half.

Energy Shield

A neon blue target shield with a white crystal in the center.

Accessibility: Obtained after absorbing medicine used to enhance ones physical capabilities

Class Level Requirement: 2nd Level

Unlock Bonus: None

Equip Bonus: While this shield is equipped you will regain 1 SP every hour.

Base AC: 2

P.U.P. Bonus
1 You regain 2 SP per hour
3 You regain 5 SP per hour
6 You no longer need this shield equipped to regain 5 SP per hour.

Potential Energy Shield

A white buckler with a symbol resembling yellow sparks with a gray crystal in the middle.

Accessibility: Obtained after absorbing a potion of speed

Class Level Requirement: 2nd Level

Unlock Bonus: +5 to your base movement speed.

Equip Bonus: None

Base AC: 2

Whetstone Shield

A huge heater shield made completely out of whetstone with a pattern of slots of all shapes and sizes around it allowing you to store all kinds of blades in the shield.

Accessibility: Obtained after absorbing a whetstone.

Class Level Requirement: 3rd level

Unlock Bonus: None

Equip Bonus: While this shield is equipped you will be able to store any bladed weapon in its many slots up to a maximum of 8. While these weapons are stored a repairing process will start with rusted weapons taking 8 hours to repair completely and slightly damaged weapons will take 1 hour. Additionally if a weapon is fully repaired it will gain a +1 bonus to its attack roll and damage. This shield uses up he users SP at a rate of 1 SP per hour for each weapon

Base AC: 2

Pickaxe Shield

A black buckler shield with a green crystal in the center with two handles coming out from the center of the shield to its sides and both ending with what seems to be the head of a pickaxes curving around the shield

Accessibility: Obtained after absorbing a pickaxe

Class Level Requirement: 2nd Level

Unlock Bonus: None

Equip Bonus: You have an innate ability to hit the perfect spot when mining ores allowing you to gather twice as much materials when mining

Base AC: 2

Rope Shield

A small round shield that looks like rope sprouting from the center green crystal in a circular pattern while being held together through unknown means

Accessibility: Obtained after absorbing rope.

Class Level Requirement: 3rd Level

Unlock Bonus: Unlock Air Strike Shield Skill

Equip Bonus: For 1 SP You can conjure up a rope that comes from the crystal in the center of the shield. A maximum amount of rope that can be expended is 60 feet and the rope cant be detached from the shield once it reaches this limit.

Base AC: 2

P.U.P. Bonus
1 Rope is now 100 feet and can hold 2 people, excluding yourself
2 Rope is now 200 feet and can hold 4 people, excluding yourself
3 The Rope can now hold up to 6 people, excluding yourself

Pipe Shield

A smaller version of a war-door shield that has the look of many pipes connecting and leading to the green crystal in the center of the shield

Accessibility: Obtained after absorbing pipes

Class Level Requirement: 4th Level

Unlock Bonus: Unlock Shield Prison Skill

Equip Bonus: None

Base AC: 2

Monster User Shield

A small shield in the shape of an egg with sharp teeth sticking out of it along the edge.

Accessibility: Absorb organic material from a friendly creature

Class Level Requirement: 4th Level

Unlock Bonus: All Monsters under your control gain a +1 any stat per level up. (Still limited to your own bonus from the Stat Power Up Implementation.)

Equip Bonus: None

Base AC: 1

Monster User Shield II

A medium shield in the shape of an egg with sharp teeth sticking out of it along the edge.

Accessibility: taking a long rest with monster user shield equipped

Class Level Requirement: 4th Level

Unlock Bonus: All Monsters under your control gain a +2 any stat per level up. (Still limited to your own bonus from the Stat Power Up Implementation.)

Equip Bonus: None

Base AC: 2

Slave User Shield

A small shield in the shape of a slave collar.

Accessibility: Absorb some of the oil used to make a slave crest

Class Level Requirement: 4th Level

Unlock Bonus: All slaves under your control gain a +1 any stat per level up. (Still limited to your own bonus from the Stat Power Up Implementation.)

Equip Bonus: None

Base AC: 1

Slave User Shield II

A medium shield in the shape of a slave collar that also have chains coming off it.

Accessibility: taking a long rest with Slave User shield equipped

Class Level Requirement: 4th Level

Unlock Bonus: All slaves under your control gain a +2 any stat per level up. (Still limited to your own bonus from the Stat Power Up Implementation.)

Equip Bonus: None

Base AC: 2

Voice Gengar (bat form) Shield

A small shield in the shape of a bat with a megaphone on it

Accessibility: absorb a normal or large bats parts

Class Level Requirement: 4th Level

Unlock Bonus: None.

Equip Bonus: While equipped you gain resistance to thunder damage. In addition you can use the Megaphone to make your voice be heared up to 1200 feet.

Base AC: 2

Book Shield

A small shield in the shape of a book.

Accessibility: absorb any book and/or tome

Class Level Requirement: 1st

Unlock Bonus: You gain a +1 to your arcana skill checks

Equip Bonus: You have advantage on deception checks when trying to pass the legendary shield as off as a "book".

Base AC: 0

Dragon Hourglass Sand Shield

A small shield in the shape of the dragon hourglass.

Accessibility: Absorb some sand from a dragon hourglass.

Class Level Requirement: 10th Level.

Unlock Bonus: None

Equip Bonus:

Portal Shield

As an action and 5 SP, teleport yourself and up to 5 allies to one of 3 set location. You can set a location by physically traveling to the spot previously.

Base AC: 0

P.U.P. Bonus
1 Increase the amount of set locations to 4.
2 Increase the amount of allies to 7.
3 Increase the amount of set locations to 5.
4 Increase the amount of allies to 9.
5 Increase the amount of set locations to 6.
6 Increase the amount of allies to 11.
Cold or Poison

The Campaign the creator of this document played this class in had orange dragons deal cold damage rather then their traditional poison damage. Swap the damage types depending on which type of breath attack it does.

Orange Dragon Shield I (FM)

A small round orange shield that seems to be made of orange dragon scales. Based on the sizes of the scales it's clear that the dragon was a wyrmling.

Accessibility: Absorb scales or other materials from a wyrmling orange dragon.

Class Level Requirement: 1st Level.

Unlock Bonus: None

Equip Bonus:

Cold Damage Resistance

Amphibious - You can breath air and water.

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Orange Dragon Shield II (FM)

A small round orange shield that seems to be made of orange dragon scales. Based on the sizes of the scales it's clear that the dragon was young. (Power Up Points Spent on Orange Dragon Shield transfer to the next stage upon meeting the Shield's level requirement. Unlock Bonus from previous levels of the shield do not stack)

Accessibility: Absorb scales or other materials from a young orange dragon or Unlocked Orange Dragon Shield I

Class Level Requirement: 12th Level.

Unlock Bonus: Base Swim Speed +5 ft, Intimidation +1, Perception +1, Stealth +1,

Equip Bonus:

Cold Damage Resistance

Amphibious - You can breath air and water.

Base AC: 5

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Amphibious becomes an Unlock Bonus
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Orange Dragon Shield III (FM)

A large oval orange shield that seems to be made of orange dragon scales. Based on the sizes of the scales it's clear that the dragon was an adult. (Power Up Points Spent on Orange Dragon Shield transfer to the next stage upon meeting the Shield's level requirement. Unlock Bonus from previous levels of the shield do not stack)

Accessibility: Absorb scales or other materials from an adult orange dragon or Unlocked Orange Dragon Shield II

Class Level Requirement: 12th Level.

Unlock Bonus: Base Swim Speed +5 ft, Intimidation +1, Perception +2, Stealth +1, Unlock the Dragon Wings Skill

Equip Bonus:

Cold Damage Immunity

Amphibious - You can breath air and water.

Base AC: 5

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Amphibious becomes an Unlock Bonus
6 Additional +2 to the shields base AC
9 Blindsight + 5ft
12 Additional +3 to the shields base AC

Orange Dragon Shield IV (FM)

A large oval orange shield that seems to be made of orange dragon scales. Based on the sizes of the scales it's clear that the dragon was an adult. (Power Up Points Spent on Orange Dragon Shield transfer to the next stage upon meeting the Shield's level requirement. Unlock Bonus from previous levels of the shield do not stack)

Accessibility: Absorb scales or other materials from an adult orange dragon or Unlocked Orange Dragon Shield II

Class Level Requirement: 17th Level.

Unlock Bonus: Base Swim Speed +5 ft, Intimidation +2, Perception +3, Stealth +1, Unlock the Dragon Wings Skill

Equip Bonus:

Cold Damage Immunity

Amphibious - You can breath air and water.

Base AC: 6

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Amphibious becomes an Unlock Bonus
6 Additional +2 to the shields base AC
9 Blindsight + 5ft
12 Additional +3 to the shields base AC
15 Cold Damage Immunity becomes an Unlock Bonus

Green Dragon Shield I (FM)

A small round green shield that seems to be made of green dragon scales. Based on the sizes of the scales it's clear that the dragon was a wyrmling.

Accessibility: Absorb scales or other materials from a wyrmling green dragon.

Class Level Requirement: 1st Level.

Unlock Bonus: None

Equip Bonus:

Poison Damage Resistance

Amphibious - You can breath air and water.

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Green Dragon Shield II (FM)

A small round green shield that seems to be made of green dragon scales. Based on the sizes of the scales it's clear that the dragon was young. (Power Up Points Spent on Green Dragon Shield transfer to the next stage upon meeting the Shield's level requirement. Unlock Bonus from previous levels of the shield do not stack)

Accessibility: Absorb scales or other materials from a young green dragon or Unlocked Green Dragon Shield I

Class Level Requirement: 7th Level.

Unlock Bonus: Base Swim Speed +5 ft, Deception +1, Perception +1

Equip Bonus:

Poison Damage Resistance

Amphibious - You can breath air and water.

Base AC: 4

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Amphibious becomes an Unlock Bonus
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Green Shield III (FM)

A large oval green shield that seems to be made of green dragon scales. Based on the sizes of the scales it's clear that the dragon was an adult. (Power Up Points Spent on Green Dragon Shield transfer to the next stage upon meeting the Shield's level requirement. Unlock Bonus from previous levels of the shield do not stack)

Accessibility: Absorb scales or other materials from an adult green dragon or Unlocked Green Dragon Shield II

Class Level Requirement: 12th Level.

Unlock Bonus: Base Swim Speed +5 ft, Deception +1, Insight +1, Perception +2, Persuasion +1, Stealth +1, Unlock the Dragon Wings Skill

Equip Bonus:

Poison Damage Immunity

Amphibious - You can breath air and water.

Base AC: 5

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Amphibious becomes an Unlock Bonus
6 Additional +2 to the shields base AC
9 Blindsight + 5ft
12 Additional +3 to the shields base AC

Green Dragon Shield IV (FM)

A large oval green shield that seems to be made of green dragon scales. Based on the sizes of the scales it's clear that the dragon was an adult. (Power Up Points Spent on Green Dragon Shield transfer to the next stage upon meeting the Shield's level requirement. Unlock Bonus from previous levels of the shield do not stack)

Accessibility: Absorb scales or other materials from an adult green dragon or Unlocked Green Dragon Shield II

Class Level Requirement: 17th Level.

Unlock Bonus: Base Swim Speed +5 ft, Deception +2, Insight +2, Perception +3, Persuasion +2, Stealth +1, Unlock the Dragon Wings Skill

Equip Bonus:

Poison Damage Immunity

Amphibious - You can breath air and water.

Base AC: 6

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Amphibious becomes an Unlock Bonus
6 Additional +2 to the shields base AC
9 Blindsight + 5ft
12 Additional +3 to the shields base AC
15 Poison Damage Immunity becomes an Unlock Bonus

Centaur Shield (FM)

A medium sized wooden oval shield with four horse shoes imprinted on it. The green orb that on most shields is at the very top center of the shield.

Accessibility: Absorb fur or horse shoes of a centaur.

Class Level Requirement: 1st Level.

Unlock Bonus: Athletics +1, Unlock the Charge Shield Skill (Offense Only)

Equip Bonus:

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Griffin Shield (FM)

A medium sized wooden kite shield with griffin depicted on it. The gem that's on all shields can be found at the chest of the griffin. One can look through the eyes of the griffin to see farther and better then normal

Accessibility: Absorb feathers or claws of a griffin.

Class Level Requirement: 1st Level.

Unlock Bonus: Perception +1

Equip Bonus:

Keen Sight - The Shield Hero can look through the eyes of the griffin, in doing so they have advantage on Wisdom (Perception) checks that rely on sight.

Base AC: 2

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Mage Shield (FM)

A medium sized Celtic shield that seems to be made of different books, tombs, and robes.

Accessibility: Absorb robes of a wizard.

Class Level Requirement: 1st Level.

Unlock Bonus: Arcana +1, History +1, Learn one non-damage dealing warlock, wizard, or sorcerer cantrip of your choice.

Equip Bonus:

Base AC: 3

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 Additional +2 to the shields base AC
12 Additional +3 to the shields base AC

Golden Shield (FM)

A large golden tower shield with the orb being in the center of the shield.

Accessibility: Absorb gold from the Golden Lord.

Class Level Requirement: 6th Level.

Unlock Bonus: None

Equip Bonus:
Midas's Touch - When someone melee attacks you and misses, you can use your reaction to spend 2 SP to try to Petrify them. The Attacker must make a constitution saving throw or be Petrified in gold until the start of your turn. The Attacker can only be Petrified once per 24 hours.

Base AC: 4

P.U.P. Bonus
1 Additional +1 to the shields base AC
3 Attacker stays Petrified until the end of your turn.
6 Additional +2 to the shields base AC
9 Attacker stays Petrified until the end of their next turn.
12 Additional +3 to the shields base AC
15 Attacker can be Petrified a number of time equal to your proficiency bonus

Shambling Mound Shield (FM)

A large target shield that's looks to be made out of lots of roots and mud, the green orb in the center.

Accessibility: Absorb materials from a Shambling Mound

Class Level Requirement: 4th Level.

Unlock Bonus: None

Equip Bonus:
Lightning Resistance

Base AC: 3

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 Additional +2 to the shields base AC
9 Lightning Resistance becomes Lightning Immunity
12 Additional +3 to the shields base AC
15 Lightning Immunity becomes Lightning Absorption All lightning damage dealt to you heals you.

Soul Eater Shield

A large circular shield with the face of a soul eater on it.

Accessibility: Absorb materials from a Soul Eater (WB)

Class Level Requirement: 7th Level.

Unlock Bonus: None

Equip Bonus:
Necrotic Resistance

Soul Eat - When someone melee attacks you and misses, you can use your reaction to spend 2 SP to have the soul eater shield bite the attacker if they were within 5 ft of you. The attacker then takes 2d8 magical piercing damaging.

Base AC: 5

P.U.P. Bonus
1 Additional +1 to the shields base AC
6 The damage dice becomes 2d10 rather then 2d8
6 Additional +2 to the shields base AC
9 Necrotic Resistance becomes Necrotic Immunity
12 Additional +3 to the shields base AC
15 Necrotic Immunity becomes an Unlock Bonus

Shield Skills

Shield Skills is the broad category of the Skills that are unlocked by unlocking various shields and can be used without the shield they unlocked. Much like the shields they come from, skills be upgraded using power up points. Skills can be divided into different subcategories such as Defensive, Utility, Combo, and Offensive. All of these skills cost SP.

Skill Template

Skill Type (Defensive, Utility, Combo, or Offense)


  • Casting Time: Most Skills require an action, bonus action or reaction with SP cost. Some skills can be an casted in more then one way, at which they use a different SP Cost.
  • Range: Range is different per each skill.
  • Components: V (All Skills are Vocal)
  • Duration: Most Skill are Instantaneous, but some have durations, while others will cost SP per round.
  • Combo: This will list the Spells or Skills this Skill can combo with.

A description of the skill will be listed here.

Power Up Point Table: Bellow most skills is a Power Up Point Table, it details the amount of power up points is needed to improve the skill. These tend to be unique to most skills, but power up points can often be spent to decrease the SP cost of the skill, if done a skill should never cost less then 1 SP.

Defensive Skills

Often these defensive skills involve summoning a barrier with it's own health and armor class. If the target hits the barrier and deals damage the damage must be more then the health of the barrier, the amount of damage still left over gets dealt to the ally assuming the same to hit roll at least meet the ally's AC.

For instances like a dragons breath attack that result in a saving throw the barriers fail the saving throw, but negate an amount of damage equal to the health of the barrier. The remaining damage is considered the amount of damage which would then be halved on a successful saving throw.

Air Strike Shield (Series)

Defensive Skill


  • Casting Time: Action 1 SP, Reaction 2 SP.
  • Range: 15 feet
  • Components: V
  • Duration: 18 seconds (3 rounds) or Until destroyed.
  • Combo: Change Shield (Attack), Chain Shield

The Air Strike Shield Skill is a 10 foot tall, 15 foot wide holographic tower shield with base AC equal to 10 + the AC bonus from the currently equipped shield at summoning and an amount of health equal to 5 times your proficiency bonus. It can be used in the following ways:

  • As an action, create the Air Strike Shield tilted at a 90 degree angle allowing the user and others to jump on the shield(s) to reach or escape threats.
  • As an action, create the Air Strike Shield to immobilize the enemy by blocking their path with shield(s).
  • As an action, create the Air Strike Shield with a forward momentum to knock creatures of medium or small within it's path prone. Creatures within it's path must make a Strength Saving throw or be knocked prone.
  • As a reaction to seeing an ally about to be hit by an attack, summon the shield in front of the ally requiring the attack to hit and destroy the shield, reducing the damage of the attack or nullifying the damage outright by the amount of health the Air Strike Shield has.
  • As reaction Combo with the Change Shield (Attack)
  • As a bonus action Combo with Chain Shield.
P.U.P. Bonus
1 Reduce the Reaction SP Cost to 1 SP.
3 Second Shield, for an additional 1 SP, Summon a Second shield, a minimum of 5 feet and max of 15 feet separation between the two shields.
6 The additional shield doesn't cost additional SP.
9 Dritte Shield, for an additional 1 SP, Summon a third shield, a minimum of 5 feet and max of 15 feet separation between the second shields.
12 The additional shield doesn't cost additional SP.

Shield Prison

Defensive Skill


  • Casting Time: Action 3 SP, Reaction 4 SP
  • Range: 50 feet
  • Components: V
  • Duration: 18 seconds (3 rounds) or Until destroyed.
  • Combo: Change Shield (Attack) --> Iron Maiden

As an action or reaction, summon a shield prison around a large or smaller sized target that you can see within in 50 feet. The target is encased within a spherical prison that has a radius of 15 feet centered on the target. The Shield Prison has a base AC equal to 10 + the AC bonus from the currently equipped shield at summoning and an amount of of health equal to 5 times your proficiency bonus.

Creatures inside the shield prison are effectively blind if they don't have darkvision. Creatures inside the shield can not see outside of the shield prison.

P.U.P. Bonus
1 Reduce the Action and Reaction SP Cost to 2 and 3 SP.
6 Reduce the Action and Reaction SP Cost to 1 and 2 SP.
12 The amount of health is equal to 5 times your Shield Hero Level.

Shooting Star Shield

Defensive Skill


  • Casting Time: Action 4 SP, Reaction 5 SP
  • Range: Self
  • Components: V
  • Duration: 18 seconds (3 rounds) or Until destroyed.
  • Combo: Iron Maiden

As an action or reaction, summon a thin wall of light in the shape of 10 foot radius sphere centered on yourself. Allies can freely pass through the barrier. Enemies inside the barrier are pushed out of it and must make a dexterity saving throw or be knocked prone on the outside of the barrier.

The sphere has a base AC equal to 10 + the AC bonus from the currently equipped shield at summoning and an amount of of health equal to 5 times your proficiency bonus.

P.U.P. Bonus
1 Reduce the Action and Reaction SP Cost to 3 and 4 SP.
6 Reduce the Action and Reaction SP Cost to 2 and 3 SP.
12 The amount of health is equal to 5 times your Shield Hero Level.

Utility Skills

Utility Skills are skills that don't deal damage or provide a defensive buff.

Hate Reaction

Utility Skill


  • Casting Time: Action 4 SP
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Combo: None

As an action use the skill to aggro the attention of all non-humanoids within 45 foot radius circle centered on the user. Monsters within the circle must make a Wisdom Saving Throw or be compelled to attack the Shield Hero on a failed saving throw for 1 minute or until attacked by another target.

P.U.P. Bonus
3 Reduce the cost to 3 SP.
6 Invisibility based spell and abilities casted at 4th level or lower are dispeled.

Dragon Wings

Utility Skill


  • Casting Time: Action 3 SP
  • Range: Self
  • Components: V
  • Duration: 5 minutes
  • Combo: None

As an action shout "Dragon Wings" to manifest a pair of dragon wings on your back giving you a fly speed of 30 ft.

P.U.P. Bonus
1 The Fly Speed is now 45 feet.
2 The Skill Lasts for 10 minutes.
3 The Fly Speed is now 60 feet.

Combo Skills

Combo Skills are skills that take in affect when you cast 1 skill that combos with another skill that you used or a spell that ally casts.

Hiding Shield

Combo Skill


  • Combo: Air Strike Shield and the Invisibility or Greater Invisibility spell.

As an action summon the an Air Strike Shield while at the same time having an ally cast Invisibility or Greater Invisibility spell.

This turns the Air Strike Shield Invisible until someone tries to attack the spot that is protecting.

Change Shield

Combo Skill


  • Combo: A Shield Skill that can be comboed with. It Costs additional 1 SP to Combo this with another skill.

Allows the Shield Hero to change shields summoned by certain skills, such as Shield Prison and Air Strike Shield, to other kinds of shields as part of an action or reaction for additional SP.

Change Shield (Attack)

Combo Skill


  • Combo: A Shield Skill that can be comboed with Shield Prison.

A variant of Change Shield which allows Shield Prison to have direct applications of counter-attacking effects of a chosen shield though the selection list is narrower. "(Attack)" is omitted when calling out the name of the skill.

Chain Shield

Combo Skill


  • Combo: Air Strike/Second/Dritte Shields 3 SP

A variant of Change Shield that summons a chain linking the shields summoned through Air Strike/Second/Dritte Shields, trapping any enemies that are near the shields. Enemies trapped within are retrained and must spend an action to make a Strength Saving Throw to become free, deal enough damage to the shields to destroy them, or wait for the shields to despond.

Offensive Skills

Offensive Skills are the rarest skills that the Shield Hero can get as they allow the hero to deal direct damage to an enemy as part of their action. Most of these skills will require the Shield Hero to be Specialized in Offense.

Charge Shield

Offensive Skill - Offense Only


  • Casting Time: Action 2 SP
  • Range: Self
  • Components: V
  • Duration: Instant
  • Combo: None

As an action shout "Charge Shield" and then run forward in a line to bash a target. The target must make a Strength Saving throw or be knocked prone and 1d10 bludgeoning damage per every 10 ft of movement, a minimum of 1d10 and half as much on save.

P.U.P. Bonus
3 Reduce the cost to 1 SP.
6 Increase the damage dice to 1d12.

Curse Series

The Curse series is a series of weapons unlocked in the Legendary or Vassal Weapons based on the seven deadly sins. They are unlocked with an extreme psychological state and are considered a defense mechanism within the weapons.

Overview

At the point when a blast of feelings equal to the obliteration of one's heart is conjured, a power coming from the Curse Series is unlocked. The Curse Series is in actuality founded on the seven deadly sins: Gluttony, Lust, Greed, Wrath, Sloth, Envy, and Pride.

While these weapons hold great power, they also degenerate the personality of their user. For example, whenever Naofumi utilized the Wrath Shield he was overwhelmed by unadulterated disdain and apathy for others.

Using these weapons result in a both a psychological and physical curse upon the user. For example, Naofumi has his ability to empathize suppressed after he unlocked the Wrath Series and his stats, except for defense, were dropped by 30% after using his cursed abilities. The physical curse will heal over time and can be aided by using hot springs but the psychological effects are much harder to resolve.

Source or Spirit Accurate

While in the source material every Legendary or Vassal seems to have it's own unique curse series, skills, and powers, this books suggests using the bellow information as the bases for the legendary weapon skills. It might not be source accurate, but it is spirituality accurate.

Curse Damage

Most of the Curse Series give powers that enable the user to deal curse damage. This damage type can't be reduced and cause damage to the maximum health. The health reduction caused by this can only be cured by a long rest, a remove curse spell, or bathing in holy water at which point the damage to the max health is removed but no health has returned. The person who was cursed must take another long rest in order to get their health back.

Sanity

Usage of Sanity Stat and Sanity Health Bar is recommended to account for the degeneration of the users personality. Most of the Curse Series requires the user to roll Sanity checks, failing these checks can cause the user to stay in curse mod and can sometimes progress the series. Failing a Sanity Check normally causes your overall sanity to go down and in some cases to lose control.

Sanity Stat & Saving Throws

In the source material we see the Curse Series Users have to fight to maintain their sanity, this will be represented by the users sanity stat. You Sanity Stat relies on your Wisdom and Intelligence scores.

Sanity Stat = 8 + your Wisdom Modifier +

your Intelligence modifier + your proficiency bonus

Sanity Saving Throws

You get a Sanity Modifier like you would get any other Stat modifier. No Class is proficient in this type of saving throw, but any items, spells, or abilities that affect saving throws due affect you Sanity Saving Throws. (ie, a Paladin's Aura of Protection and the Bless spell do affect Sanity Saving Throws)

You roll a Sanity Saving Throw during the following circumstances:

  • Activating your Curse Series Weapons
  • Starting your turn with a Curse Series weapon in use
  • Some Curse Series Skills

The DC for the Sanity Saving Throw is determined by which stage your curse series weapon is.

Sanity Points

Sanity points measure the stability of a character’s mind. This attribute provides a way to define the sanity inherent in a character, the most stability a character can ever have, and the current level of sane rationality that a character preserves, even after numerous shocks and horrid revelations.

Sanity is measured in three ways: starting Sanity, current Sanity, and maximum Sanity. Starting and current Sanity cannot exceed maximum Sanity.

Starting Sanity

A character’s starting Sanity equals their Wisdom Modifier + Intelligence Modifier multiplied by 5 + 50. This score represents a starting character’s current Sanity, as well as the upper limit of Sanity that can be restored by a spell. After creation, a character’s current Sanity often fluctuates considerably and might never again match starting Sanity. A change in a character’s Wisdom score changes there starting Sanity in terms of what treatment with the Heal skill can restore. Current Sanity, however, does not change if Wisdom rises or falls.

Current Sanity

A character’s current Sanity score can fluctuate with the use of Curse Powers as well as failing Sanity Checks. One can only regain sanity through the use of spells or over a long period of time.

You Lose Sanity in the following circumstances:

  • Failing Sanity Saving Throws
  • Ending your turn with a Curse Series Weapon Active

Maximum Sanity

The maximum sanity a character can have is 100, this is generally obtained through the use of magic items or having high stats.

Regaining Sanity

One can restore sanity over time or through the use of a high level healing spells.

A week after the person loses some sanity they regain 1d4 + Wisdom Modifier in Sanity points. If the same character were to bath in a natural hot spring during that week the dice is to increase an amount of times equal to the amount of times they bathed to a maximum amount equal to their proficiency modifier.

The following spells can be used to regain or fight the loss of sanity points:

  • Mind Blank: While the spell is in effect, the subject is immune to Sanity loss.
  • Restoration, Lesser: If the caster chooses, lesser restoration can restore 1 Sanity point to the subject instead of having its normal effect.
  • Restoration, Greater: If the caster chooses, greater restoration can restore 1d4 + 2 Sanity points to the subject instead of having its normal effect.
  • Wish: This spell can restore a character to maximum Sanity even if there current Sanity has dropped to 0. Wish even heals permanent insanity.

Out of Control

Upon failing to many sanity checks a person can go out of control, while the effects are different per Curse Series one can regain control by doing the following:

  • Their companions can help their cursed friend by willingly taking on their emotion while fighting. While the curse user and the friends that helped will automatically gain the negative effects after the battle, the curse user will regains all their sanity they would have lost. (This can only be done as a reaction to seeing an ally about to lose control)
  • Being knocked unconscious ends the cursed person from being out of control, but the user permanently loses those sanity points.

Madness

A character can go mad once their sanity goes bellow 30. They gain a short term Madness Effect once they're sanity goes bellow 30 and another one at 20, a long term one bellow 10 and an indefinite madness at 0. The madness traits they gained are determined by the Curse Power they are using.

Madness can be short-term, long-term, or indefinite. Most relatively mundane Effects impose short-term madness, which lasts for just a few minutes. More horrific Effects or cumulative Effects can result in long-term or indefinite madness.

A character afflicted with short-term madness is subjected to an Effect 1d10 hours.

A character afflicted with long-term madness is subjected to an Effect for 1d10 days.

A character afflicted with indefinite madness gains a new character flaw from the Indefinite Madness that lasts until it's cured.

Curse Weapon Bonus

In the source material Curse Series are always depicted as being the strongest weapon and sometimes allow the user to bypass a weapons unique disability. In order to replicate the strongest weapon no matter what level the user is, this book suggest that the bonus to based off the bellow calculation:

Curse Weapon Bonus [Damage or AC] =

Your Strongest Weapon + Your Proficiency Bonus

Wrath

Wrath can be defined as uncontrolled feelings of anger, rage, and even hatred. Wrath often reveals itself in the wish to seek vengeance. In its purest form, wrath presents with injury, violence, and hate that may provoke feuds that can go on for centuries. Wrath may persist long after the person who did another grievous wrong dies. Feelings of wrath can manifest in different ways, including impatience, hateful misanthropy, revenge, and self-destructive behavior.

Upon reaching 3rd level in a Legendary Weapon Class and through intense rage whether it be the loss of a friend, or from someone who wronged you and got away with it, you unlock a dark power hidden within each of the Legendary Weapons called the Curse Series.

[Weapon] of Rage

Your weapon takes on a form of a basic version of your weapon that is black with flames depicted on it, the light green orb that's on the basic weapon is now sinister red with a flame inside of it. For Legendary weapon users that deal direct damage, their weapon emits black flame along the blade or section of impact wit the enemy.

Accessibility: Betrayal, Incredible Loss, Extreme Hatred

Class Level Requirement: 3rd Level

Special Effect:

  • Strength Up - Gain +2 to Core Base Stats

Equip Bonus:

  • Self-Curse Burning - For 1 SP per turn, Your weapon deals curse damage, if the attack hits the target, the creature must make a Constitution saving throw with a DC equal to the Hero's Spell Save DC. The creature is engulfed in the burning hatred and takes 1d4 fire damage at the start of the creature's turn, this occurs every turn afterward until combat ends or the [Weapon] of Rage is changed to a different form.

Sanity Save DC: 12

Defensive Hero's

This book suggests that Defensive Hero's that have unlocked their [Weapon] of Rage use their reaction block an incoming attack. If the attacking creature is within 10 ft of the weapon user a fire erupts from the weapon dealing half the damage the creature would have dealt in curse damage back at them. (ie a creature attacks a defensive hero and misses, but would have dealt dealt 16 damage, the defensive hero can now use their reaction to have their weapon erupt in flame dealing 8 curse damage back at them.)

[Weapon] of Rage II

Similar to that of Rage I, the legendary weapon takes on a more advanced form of the basic weapon, however this time them depicts a black dragon and breathing red flames.

Accessibility: Unlocked [Weapon] of Rage and Watch a loved one die

Class Level Requirement: 6th Level

Special Effect:

  • Strength Up - Same as before
  • Dragon's Rage Roar - Each creature of the Hero's choice that is within 60 feet of them and aware of it must succeed on Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Hero's Dragon's Rage Roar for the next 24 hours.
  • Frenzy of Companions - Companions that are linked also gain the benefit of Strength Up and Self Curse Burning, however they reckless attack a target. (A Companion can choice whether or not they gain this benefit)

Equip Bonus:

  • Self-Curse Burning - Same as before
  • Iron Maiden - See Skill Description Bellow

Sanity Save DC: 15

[Weapon] of Wrath III

The legendary weapon takes on a larger more advanced form of the weapon, its still depicts a black dragon breathing red flames. This transformation changes not only your weapon, but a black substance comes out of your weapons core giving you a medium sized robe that gives a metallic dragon feel.

Accessibility: Unlocked [Weapon] of Rage II and Absorbed a Dragon Core

Class Level Requirement: 9th Level

Special Effect:

  • Strength Up - Same as before
  • Dragon's Rage Roar - Same as before
  • Frenzy of Companions - Same as before
  • Robe of Rage (Medium) - Your new black metallic dragon robe of rage gives a +2 to your AC.

Equip Bonus:

  • Dark-Curse Burning - For 1 SP per turn, Your weapon deals curse damage, if the attack hits the target it is considered a critical hit, the creature must make a Constitution saving throw with a DC equal to the Hero's Spell Save DC. The creature is engulfed in the burning hatred and takes 1d8 fire damage at the start of the creature's turn, this occurs every turn afterward until combat ends or the [Weapon] of Wrath is changed to a different form.
  • Iron Maiden - See Skill Description Bellow
  • Blood Sacrifice - See Skill Description Bellow

Sanity Save DC: 18

Defensive Hero's

This book suggests that Defensive Hero's that have unlocked their [Weapon] of Wrath III or higher use their reaction block an incoming attack. If the attacking creature is within 15 ft of the weapon user a fire erupts from the weapon dealing the full amount the creature would have dealt in curse damage back at them. (ie a creature attacks a defensive hero and misses, but would have dealt dealt 16 damage, the defensive hero can now use their reaction to have their weapon erupt in flame dealing 16 curse damage back at them.)

[Weapon] of Wrath IV

The legendary weapon takes on the largest most advanced form of the weapon possible, it still depicts a black dragon breathing red flames. In addition the Robe of Rage takes a much more sinister feel.

Accessibility: Unlocked [Weapon] of Wrath III and Absorbed a Demon Dragon Core

Class Level Requirement: 12th Level

Special Effect:

  • Strength Up - Same as before
  • Dragon's Rage Roar - Same as before
  • Frenzy of Companions - Same as before
  • Robe of Rage (Final) - Your new black metallic dragon robe of rage gives a +5 to your AC.
  • Demon Dragon Magic Power - All spells, skills, and other abilities that deal damage now deals curse damage.

Equip Bonus:

  • Dark-Curse Burning - Same as before
  • Iron Maiden - See Skill Description Bellow
  • Blood Sacrifice - See Skill Description Bellow
  • Megiddo Burst - See Skill Description Bellow

Sanity Save DC: 21

Wrath Series Skills

Wrath Series Skills can only be used when a Wrath Series Weapon is active.

Iron Maiden

Combo Curse Skill


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Combo Skill: Target must be in a Prison Skill (ie Shield Prison or Chain Prison)

When casting Iron Maiden you must have the target be in a prison skill within 60 feet, otherwise this skill doesn't work.

As an action the Hero shouts, "The foolish criminal will feel with their whole body the embrace of virgin iron in a single blow. Release a cry full of painful agony that will not be heard! Iron Maiden!" This skill consumes all of your remaining SP points and requires the target must make a dexterity saving throw equal to your Hero's Spell DC taking 1d6 curse damage per SP point consumed.

Blood Sacrifice

Curse Skill


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

As an action the user can shout, "Foolish sinner I sentence you to cast your screams into the heavens within the dragons jaws born from my flesh become an offering to the gods as you howl out in pain. BLOOD SACRIFISE!".

Targeting a creature that they can see within 120 feet. That target must make a Dex ST taking an amount curse damage equal to 2 times the consumed HP and all your remaining SP, on a failed save and half as much on a successful one. You remain standing with 1 hit point, but at the start of your next round you drop to 0 HP and are cursed. The curse reduces all of your current stats by 30% including HP (rounded up) for 3 months.

Megiddo Burst

Curse Skill


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

This a last resort skill, don't use unless it's the only option as there is no going back, and it will destroy anything and everything it comes into contact with, destroying your soul in the process.

As an action you unleash all the emotional anger in your soul destroying it in the process. All creatures within a 120 feet diameter circle center on you have there souls destroyed and bodies burned to ash on a fail Constitution Saving throw DC equal to your Hero's Save DC, and 1d12 per your max hit point and max SP on success.

All objects within the circle that aren't magical are completely destroyed and any creatures that drops to 0 hit points has their body disintegrated and souls destroyed. The charred ground left behind is considered unholy terrain. Not even the Wish or True Resurrection spell can bring the people who died in the blast back.

Final Curse Skill

The source material doesn't actually give us any examples of the final curse series skill, such as Megiddo Burst, getting used. We only get the main characters internal thoughts where he speculates that using the skill will kill him, thus giving the inspiration of the skill affect.

 

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