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Unique Shields
Version 4
\pagebreak ## Unique Shields The following rules are designed as an extension to Weapon Masteries which aims to add a bit more flexibility and variation to shields. In the same way that Weapon Masteries better deviates different weapons, Unique Shields adds mechanics to deviate different shields. ### Shield Types In this new system all shields fall into one of five types. There's dueling cloaks, heavy shields, round shields, small shields and spiked shields. All the previous rules for shields still apply to all of those shields, so all of the following shields still give you a standard +2 bonus to your AC whilst wielding them. This said, each time your character chooses different weapon masteries they can also choose one of these shield types. So a fighter at level 1 could choose a longsword, battleaxe and round shield for the items they have the mastery properties of. ### Shield Mastery Properties Each time you take the attack action and are wielding a shield you have the mastery properties of, you can choose to use the mastery property of that shield. Unless stated otherwise, you cannot use a Shield Mastery and a Weapon Mastery on the same turn. When you activate a Shield Mastery, you cannot use Weapon Masteries until the beginning of your next turn. Likewise, if you use a Weapon Mastery, you cannot use a Shield Mastery until the start of your next turn. The mastery property of each shield type is as follows: #### Dueling Cloak Before you make any attacks select one target you can see. They make a wisdom saving throw against a DC of 8 plus your dexterity modifier plus your proficiency bonus. If they fail your next attack against them has advantage and the next time they perform a saving throw during the current turn they have disadvantage on that saving throw. #### Heavy Shield You plant your shield and hold firm. When you do this you can't move but all allies within 5 feet of you gain half cover. This effect lasts until the start of your next turn. \columnbreak #### Round Shield When you start moving on your turn you can use your bonus action to raise your shield in front of you as a defensive wall. When you do you reduce any damage you take while moving by an amount equal to your strength modifier. This doesn't reduce damage from intelligence, wisdom or charisma saving throws though. #### Small Shield You prepare your shield for a counter attack. Until the start of your next turn, if a creature misses you with a melee attack you can use your reaction to immediately make an opportunity attack with a melee weapon against them. #### Spiked Shield You can use your bonus action to hold your shield in an offensive stance. When you do, each time someone makes a melee attack roll against you, they take piercing damage equal to your strength modifier. You can deal this damage once per turn and this effect lasts until the start of your next turn. This damage is magical if your shield is also magical. ### New Feat For the new features the following feat has been added: #### Vanguard *Prerequisite: Level 4+, You can use mastery properties of at least one shield type* **Ability Score Increase.** Increase your strength, dexterity or constitution score by 1, up to a maximum of 20. **Shield Adept.** When you decide to use a shield's mastery property you can make it so you can still apply weapon masteries to attacks with that attack action. You can do this twice and you regain both uses on a short or long rest ### New Fighter Ability Since fighters often benefit from multiple masteries in a turn, shield masteries denying masteries completely is worse for them than other classes. This feature is added to the fighter class to help offset that. #### Tactical Defences Starting at level 11, each time you take the attack action and use a shield mastery you can still use a weapon mastery on one attack you make with that action. At level 20, you can apply a weapon mastery to two attacks with your attack action rather than only one.
\pagebreak ## New Magic Shields ### Sentient Cloak ***Uncommon Dueling Cloak, requires attunement*** This shield is a sentient cloak and actively attacks enemies as you use it. When you use this shield's mastery property if an enemy fails the saving throw against the effect you can either make them take an extra 1d6 bludgeoning damage or get pushed 10 feet away from you as the cloak reaches out to strike thems. This cloak also tends to also be quite picky with it's users. If you roll a 1 on an attack roll the AC bonus from this shield is reduced by 1 before the start of your next turn as it likes you less. That said if you get a critical hit on an attack roll the AC bonus from this shield instead increases by 1 before the start of your next turn as it likes you move. This cloak's personality seems almost like that of a cat with it seeming to not enjoy being wielded by most but also seeming to stick closely to those it likes. ### Flame Cloak ***Rare Dueling Cloak, requires attunement*** While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you use your shield's mastery property you can have flames flourish out from your cloak as you use it. When you do all creatures within 5 feet of you take 1d8 fire damage. ### Star Cloak ***Very Rare Dueling Cloak, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you use your shield's mastery property you can release the stars off this cloak which can be caught by weapon strikes to empower their blows. When you do so everywhere within 5 feet of you becomes covered in stars, once per turn if an enemy is hit within this area they take an extra 1d12 radiant damage. These stars only linger in the area you use this, so if you move the stars stay wherever you used this. These starts last until the start of your next turn and make everywhere within 20 feet of them brightly lit and everywhere within an additional 20 feet be dimly lit. ### Bolt Shield ***Uncommon Heavy Shield, requires attunement*** While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you use this shield's mastery property, 4 mechanical bolts extend from it's base to lock it to the ground. When this happens you can't be moved against your will. At the start of your next turn, the bolts retract and this effect stops. \columnbreak ### Spell Ward ***Rare Heavy Shield, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. This shield forms a magical dome of protection when you use it. If a creature benefitting from your shield's mastery property takes damage from a spell you can use your reaction to give them resistance to that damage. ### Walking Wall ***Very Rare Heavy Shield, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Whenever you use the mastery property of this shield it now affects all allies within 20 feet of you instead of only 5 feet as the shield conjures a wall of soldiers to create a shield wall to defend your allies. Additionally that 20 foot area becomes difficult terrain for your enemies but not for your allies as the soldiers move to block your foes. ### Ramming Shield ***Uncommon Round Shield, requires attunement*** When you use this shield's mastery property and move 20 feet on your turn you can make it build up kinetic energy. If you do then when you stop moving then all creatures within 5 feet of you need to make a DC 14 strength saving throw, on a failure they are pushed 10 feet away from you. ### Mimic Shield ***Rare Round Shield, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you use this shield's mastery property, select one ally within 30 feet of you. On that allies next turn when they start moving a shield forms next to them. If they take any damage from moving that damage is reduced by 10 as the copied shield blocks it. This effect lasts until that ally stops moving on their turn.
\pagebreak ### Reflecting Shield ***Very Rare Round Shield, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. If you use your shield's mastery property and take damage while moving then you can make this shield store that energy so at the end of your turn your shield releases a magical pulse of force. When this happens all creatures other than you within 10 feet of you make a DC 19 dexterity saving throw, they take 3d6 force damage on a failure or half as much on a success. ### Missile Reflector ***Uncommon Small Shield, requires attunement*** While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. If you use your shield's mastery property then before the start of your next turn if someone misses a ranged attack against you, you can use your reaction to make a ranged attack against them as you redirect the attack to them. When making this ranged attack you make a ranged attack with a range of 80/320. You make this attack with proficiency, regardless of your weapon proficiencies, and it's counted as a weapon which deals 1d8 piercing damage on hit. ### Master's Buckler ***Rare Small Shield, requires attunement*** While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you use this shield's mastery property, a soul of a sword master that resides in this shield enters your body to guide your movements. When this happens you become immune to being charmed and any attack you make with your reaction is made with advantage, both effects last until the start of your next turn. This shield is also sentient with an intelligence of 16, wisdom of 20 and charisma of 10. Any attempt to discuss with it fails unless the wielder is actively fighting or in training as the soul's instinct for battle pulls it awake from it's slumber. Even then you can often only talk to the shield for seconds at a time before the soul rests once more. \columnbreak ### Arcane Reflector ***Very Rare Small Shield, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. If you use your shield's mastery property, you can use your reaction when you succeed on a saving throw against a spell to reflect it back towards the caster before the start of your next turn. When you do, you need to expend a number of charges equal to the spell's level. If you do, the caster makes the same saving throw you made. They suffer the effects of their own spell if they fail. This shield has 6 charges and it regains these charges at the end of a short or long rest. ### Biting Shield ***Uncommon Spiked Shield, requires attunement*** While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. This spiked shield has ferocious jaws on the front which attempt to bite at your enemies. Once per round when an enemy takes damage from this shield they need to make a DC 15 strength saving throw, on a failure they become restrained as the jaws bite down on them. If an enemy is being held by this you can no longer have this shield's mastery property damage any creature other than the restrained creature. The restrained creature can attempt a DC 15 strength saving throw at the end of each turn, removing the effect on a success. ### Flame Jet Shield ***Rare Spiked Shield, requires attunement*** While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The mastery property of this shield deals fire damage instead of piercing damage and when it deals damage with it's mastery property you add 1d6 to the damage it deals. Additionally while wielding this shield once per turn you can perform a special attack, when you do you create a 15-foot cone of fire originating from yourself. All creatures in that cone need to make a DC 15 dexterity saving throw, on a failure they take 2d6 fire damage or half as much on a success. If you can make multiple attacks when you take the attack action this only replaces one of them. ### Claw Shield ***Very Rare Spiked Shield, requires attunement*** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The spikes on this shield are made with the claws of a death slaad. Each time someone takes damage from this shield's mastery property they also take an additional 2d6 necrotic damage.
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Art Credits
- All watercolour effects used for the images in this document were made by Jared Ondricek. Their username on reddit is /u/flamableconcrete. [https://watercolors.giantsoup.com/](https://watercolors.giantsoup.com/) - Stamp by [https://www.instagram.com/blackstone.gfx/](https://www.lindseylook.com/category/all-products) - "Shield of the Realm" by Manuel Castañón, owned by wizards of the coast. [https://www.inprnt.com/gallery/castanon/shield-of-the-realm/](https://www.inprnt.com/gallery/castanon/shield-of-the-realm/) - "Battershield Warrior" by Colin Boyer, owned by wizards of the coast. [https://www.artofmtg.com/art/battershield-warrior/](https://www.artofmtg.com/art/battershield-warrior/) - "Beskit Shieldmate" by Manuel Castañón, owned by wizards of the coast. [https://www.artofmtg.com/art/beskir-shieldmate/](https://www.artofmtg.com/art/beskir-shieldmate/) - "Valkmira, Protector's Shield" by Jason Rainville, owned by wizards of the coast. [https://www.artofmtg.com/art/valkmira-protectors-shield/](https://www.artofmtg.com/art/valkmira-protectors-shield/) ** **
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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#### Optional: New Gear Table If you'd like, you can use the regular shield traits for each weapon or use the following new traits for each shield type: | Shield Type | Cost | Armour Class | Strength | Stealth | Weight |:---:|:-----------:|:-----------:|:-----------:|:-----------:|:-----------:| | Dueling Cloak | 5gp | +2 | - | - | 4lb | | Heavy Shield | 30gp | +2 | 13 | Disadvantage | 20lb | | Round Shield | 10gp | +2 | - | - | 6lb | | Small Shield | 5gp | +2 | - | - | 3lb | | Spiked Shield | 20gp | +2 | 13 | - | 10lb | Generally these traits are more designed to accuracy towards how the shields would be prices, weigh and their qualities. This does inherently weaken some shields more than others but in ways that shouldn't really be an offset for the types of characters that would use these anyway. #### Special Thanks Special thanks to /u/Mekian_Evik for helping a lot with this homebrew in it's earlier stages and /u/SamuraiHealer for giving consistent feedback on this throughout it's versions. ###### This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.