Shield Guardian
A crash rings out, a scream and a cry for help, knights are brushed aside, and magic casters are made useless. A civilian is in the sight of a dragon's visage, opening it's maw it readies a burst of death coated in flames as if fate seemed to have willed it; however a tower of a man stands between the civilian and the dragon a large metal bulwark in both hands. Slamming the metal barriers down he create a wall that part the incoming flames like a boat through the water keeping the innocent safe.
Class Features
As a Shield Guardian, you gain the following class features
Hit Points
- Hit Dice: 1d10 per Shield Guardian level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Shield Guardian level after 1st
Proficiencies
- Armor: Light Armor, Shields
- Weapons: Simple Weapons
- Tools: None
- Saving Throws: Strength, Constitution
- Skills: Choose two from Intimidation, Athletics, Perception, Survival, and Medicine
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a.) Medium Shield, Club, Ring Mail, and 2d10 GP
- (b.) Light Shield, Dagger, Hide Armor, and 1d10 GP
- (c.) Light Shield, Club, Padded Armor, and 1d10 GP
Shield Guardian
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Shield Weaponry, Regenerative Armor |
| 2nd | +2 | Style Training |
| 3rd | +2 | Protection, Shield Throw (Optional) |
| 4th | +2 | Ability Score Improvement, Taunt, Bash |
| 5th | +3 | Shield Creation, Extra Attack |
| 6th | +3 | Power Shields |
| 7th | +3 | Shield Tinkering |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Guardian |
| 10th | +4 | ─ |
| 11th | +4 | Expert Style |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Steadfast |
| 14th | +5 | ─ |
| 15th | +5 | All Guard |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | ─ |
| 18th | +6 | Ethereal Shield |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Ascendant Guardian |
Shield Weaponry
At level 1 you are against most weaponry and prefer to use shields over simple and martial weapons, as such all shields are listed as weapons, can be held in both hands except a Heavy Shield, do damage based on the shield listed below, and give an extra 1 AC
Regenerative Armor
_ Also at level 1 your Armor Class becomes your resource to draw upon, as a result You can channel your inner defensive style and reduce your AC for certain abilities listed in later levels, your AC will return every turn that passes depending on your style this bonus will not increase your AC per turn, only regenerate existing AC for example you are a Medium Style Shield Bearer and have an Armor Class of 20 if you use an ability that will lower it by 2 you will be reduced to 18 Armor Class and at the start of your next turn will be at 20 Armor Class again
Style Training
At level 2 you find yourself wanting to branch out from using just a shield, you are now allowed to pick and train into three types of shield fighting styles see list below
- Light: Nimble and quick are calling to you, you gain proficiency in light shields. You gain +1 in Damage Rolls in light type shields, you also lose the extra AC bonus given by this class but gain access to light bonuses on certain shields, and will regain 1 AC per turn
- Medium: Heavy but still not clunky you find yourself in the middle of everything, a jack of all trades. You can make use of every shield, you are proficient in all shield types and gain +1 to Damage Rolls in medium type shields, and gain access to bonuses on all shields, and will regain 2 AC per turn, you are also proficient in Light Armor, Medium Armor, and Heavy Armor
- Heavy: Huge, slow and clunky but able to shrug off most anything. You gain +1 to Damage Rolls in heavy shields, alongside this the AC bonus on shields given by this class is doubled. You also gain access to heavy bonuses on shields and will regain 3 AC per turn, you are also Proficient in Medium and Heavy Armor
Shield Throw (Optional)
At level 3 you've been using shields long enough to channel your energy into making Light and Medium Shields able to be thrown. As an action you can throw the shield 30/60 feet for the damage of the respective shield shields will also return to the thrower on a successful hit, a critical failure will require the user to spend an action forcing the shield to return. The Shield Guardian can expend 1 AC per target to have the shield bounce between targets. Attack rolls must be made preemptively
Protection
At level 3 your allies are important and as such once per turn you can make a reaction to expend 1 AC and choose for any creature within 5ft of you to impose disadvantage, half the damage taken, or take the damage for yourself
Taunt
At level 4 you find your allies getting hurt too gruesome and upsetting as a result you gain the Taunt action. Once per turn you can take an action and choose any creature and have them make a wisdom saving throw of 10 + your proficiency bonus + your strength bonus, You lose 1 AC per creature you choose
Bash
Also at level 4 once per turn you can take an action and expend 2 AC to bash a target and shove them or stun them. If you shove them, make an attack roll and if you succeed you can shove them up to 10ft and impose attacks of opportunity. If you stun them make an attack roll and if you succeed the enemy must make a DC14 Constitution save or be stunned until the start of their next turn
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Shield Creation
At level 5 you can create your own shields without needing to buy or commission them from a blacksmith and make them out of different materials with varying changes, however it will take a select amount of time to make depending on the shield and material. See list below for types of shields and materials
All abilities and features from shields are once per turn unless stated otherwise
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Wood: Simple to create with and even simpler to find, most light and medium shields are made of this. Shields made of this material are light but no extra AC is given but it will give an extra 10ft of movement and add an extra point of Dexterity.
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Leather: Used when wood isn’t enough and is even lighter than wood, as a result shields made from this will give an extra 15ft of movement speed but no extra AC is given, alongside this Dexterity is increased by 2
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Stone: Heavy and as common as wood, shields made from this will give 1 AC alongside the AC bonus listed, however they reduce movement speed by 5ft and add an extra point of Constitution
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Metal: Not as light as leather or wood but not as heavy as stone, shields made from this give 2 AC alongside the AC bonus listed with no movement penalty and add two extra points of Constitution
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Dragon: Never seen done but still possible dragon scales are heavier than stone and costly, making shields like these rare they will give 3 AC alongside the AC bonus listed, lower movement speed by 10ft, and will give you resistance to the elemental damage of the type of dragon scales used.
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Buckler (Light Shield): +1 AC. 1d6 Bludgeoning. The simplest shield offered, materials casted into a small circular shape, Light Style can use the shield to parry once per round you can use 1 AC as a reaction to reduce damage by 1d8. Medium Style can also use the parry feature listed before. Heavy Style gains no benefit.
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Target Shield (Light Shield): +1AC. 1d6 Bludgeoning. Similar to the buckler it's small stature allows for similar defensive capabilities however more eye catching for ranged attacks, Light Style once per round can use 1AC and can use the Missile Deflection reaction for non magical projectiles and make an attack roll to deflect the attack back. Medium Style can once per round use 1 AC as a reaction make ranged attacks have disadvantage. Heavy Style gains no benefit.
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Heater Shield (Medium Shield): +2 AC. 1d8 Bludgeoning. An iconic shield shape able to shrug off damage in a rather large area of the body. Light Style can once per round use 1 AC and use the dodge action as a bonus action. Medium Style can use 1AC as a free action to add an extra 1d4 Bludgeoning to strike with the point. Heavy Style once per short rest can use 2AC and their bonus action to use the stunning strike attack on the enemy of their choice.
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Round Shield (Medium Shield): +2 AC. 1d8 Bludgeoning. As iconic as the Heater Shield it offers a more offensive role compared to most others. Light style once per short rest can use 1 AC to take the uncanny dodge reaction to take away some of the damage and reflect half of the damage to the attacker. Medium Style can once per short rest use 2 AC and use the shield as a reaction to absorb a blow and disarm their foe, with the foe needing to make a DC16 Dexterity save. Heavy Style once per turn can throw this shield for an extra 1d4 bludgeoning as a reaction to an attack.
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Scutum Shield (Heavy Shield): +3 AC. 1d10 Bludgeoning. -10ft Movement. Big and bulky this shield can absorb blows and keep going. Light Style gains no benefit. Medium Style can treat the shield as half cover making ranged attacks have disadvantage. Heavy Style can use the shield without a movement penalty and once per long rest use 3 AC to slam the shield down to create a 10 foot shockwave around the user that deals 1d8 thunder damage and everyone caught in the shockwave must make a DC16 Constitution saving throw or be rendered prone.
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War-Door/Tower Shield (Heavy Shield): +3 AC 1d10 Bludgeoning -20ft Movement. A wall of a shield this behemoth can protect the user fully from most attacks. Light Style gains no benefit . Medium Style once per long rest can use an action and spend 2 AC to hunker behind the shield and gain advantage on saving throws. Heavy Style can wield two of these shields and one per long rest use an action and expend up to 6 AC per crush to crush someone between the shields and deal 2d10 bludgeoning damage, they can also close the shields together to half any physical damage to allies and make attack rolls towards them disadvantaged, if you use the attack more than once you gain exhaustion afterwards.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Power Shields
Starting at 6th level, your shields count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage
Shield Tinkering
At level 7 you can modify your shields with a makeshift or blacksmith made enhancement. See list below for items.
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Painting: You can paint your shield to gain a +1 to attack or increase an attribute by 1 depending on the symbol depicted.
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Spike: All shields can be modified to have a spike put on them allowing for an extra 1d8 Piercing damage when attacking. This bonus increases to 2d8 at level 10, 3d8 at level 13, and 4d8 at level 16
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Reinforcement: Shields can be reinforced with metal plating to add advantage to attack and saving rolls alongside doubling the AC of Light and Medium shields and adding 1 AC to Heavy Shields
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Blades: Light and Medium Shields can be given a bladed edge to add 1d6 Slashing damage. This bonus increases to 2d6 at level 10, 3d6 at level 13, and 4d6 at level 16
Guardian
At level 9 once per encounter you can gain the ability to guard your allies from damage, all styles as a reaction can spend half their movement speed and 2 AC to dash in front of an ally and absorb the damage for their ally
Expert Style
At level 11 you have crafted an art with shield combat and have grown to be an expert with your style as such each style has a unique talent as listed below:
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Light Style once per long rest can take a bonus action to restore themselves, using 2d8 to regain health and 1d6 to regain AC, if hit before using this, this bonus will be unable to be used
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Medium Style once per long rest can use an action to expend 2 AC to bulk themselves up and gain 4 extra damage, they can also expend as much AC needed up to a maximum of 10 AC for a maximum of 20 extra damage this bonus lasts for the whole fight.
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Heavy Style once per long rest can use a bonus action to plant themselves in place for 2 AC and all movement and action impairing non-magical attacks will have disadvantage or give adva, additionally you may not move until your next turn.
Steadfast
At level 13 you gain the ability Steadfast, once per long rest as a reaction upon taking lethal damage you can expend 5 AC to negate the lethal damage and keep fighting at 1 HP but after four turns you will render yourself unconscious.
All Guard
At level 15 once per encounter you can expend 2 AC as a reaction to block magical attacks for half the damage they would normally do; however , your shield can only block three magical attacks per encounter and cannot block radial based magic. The tower shield is the only exception and can half radial magic.
Ethereal Shield
At level 18 once per encounter as an action you can channel your inner protectorate and cast an ethereal shield on three targets of your choice and raise their AC by 2, at the cost of 1 AC per target.
Ascendant Guardian
At level 20 you are the one everyone seeks for protection and have perfected the way of shield combat and are a master of your style as such you gain another unique ability for your style as listed below.
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Light Style once per long rest can expend 5 AC as an action to make two semi-ethereal copies of themselves with half their maximum HP and AC they will always attack after the user and the caster can turn invisible alongside summoning the familiars
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Medium Style once per long rest can expend 5 AC and use three shields instead of two, the third will be mentally projected as an ethereal shield copy of the main hand shield with 1 less AC bonus and cannot perform the bonus listed for the shield and attacking with it is a bonus action instead of an action this shield grants resistance to psychic damage
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Heavy Style is unaffected by the movement penalty of heavy shields and once per long rest can surge themselves and reduce the AC cost of any action by half and can attack a third time per turn at the cost of 3 AC unaffected by the feat, they can also use their shield bonus twice per turn at the cost of 5 AC. Not halved by the AC cost reduction. They can also spend every point of AC as a reaction to ignore damage once per long rest. Not affected by the AC cost reduction.