Shield Bearer
Sturdy and loyal to the ones they serve, shield bearers will protect those they have sworn loyalty to till their very last breath. Brandishing shields as their main weapon and having the fortitude of a fortress they will charge into the fray of battle showing no fear and taking the brunt of the damage.
Living Bastion
Shield Bearers are masters of defense and are stalwart defenders, unwavering in their commitment to protect allies and hold the line against overwhelming forces. Clad in heavy armor and armed with a shield, they specialize in absorbing damage, deflecting attacks, and creating openings for their team to strike. With a mix of defensive techniques and strategic positioning, Shield Bearers excel at controlling the battlefield, redirecting enemy focus, and providing crucial support to their comrades. Their resilience allows them to stand firm in the face of danger, offering a beacon of safety to those who fight alongside them.
Undying Loyalty
Bound not by chains, but by unshakable will, the shield bearer stands — a living wall of devotion. Their shield does not falter, their resolve does not break, for their loyalty is a fortress stronger than steel. It is an oath not spoken but shown — in every deflected blow, in every step taken into danger for another. A shield bearer’s loyalty is a flame that neither death nor despair can extinguish.
Shield Mastery
Where others wield swords, you wield resolve. Your shield is both your weapon and your armor — a steadfast guardian between your allies and the storm; if you're not holding a weapon, use your Armor Class as your damage indicator, adding your constitution and strength modifiers to its total damage outcome.
Creating a Shield Bearer
Shield bearers are loyal protectors; no matter the situation, they will uphold their oath. Your character's background can revolve around those who you serve or have served, or you can just be gathering experience for a future master. You could be a trainee shield bearer, traveling the continent to gather experience for your training, or a guardian of a noble household, or a mercenary working for coin.
Quick Build
You can make a shield bearer quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity and finally Charisma.
The Shield Bearer
| Level | Proficiency Bonus | Features | Taunts | Temporary Health |
|---|---|---|---|---|
| 1st | +2 | Taunt, Shield Bash | 1 | 5 + Const. Mod |
| 2nd | +2 | Reckless Charge, Battle Cry | 1 | 5 + Const. Mod |
| 3rd | +2 | Shield Bearer Orders | 2 | 5 + Const. Mod |
| 4th | +2 | Ability Score Improvement | 2 | 5 + Const. Mod |
| 5th | +3 | Stand Guard, Phalanx | 2 | Lvl + Const. Mod |
| 6th | +3 | Order Feature | 3 | Lvl + Const. Mod |
| 7th | +3 | Resilience | 3 | Lvl + Const. Mod |
| 8th | +3 | Ability Score Improvement | 3 | Lvl + Const. Mod |
| 9th | +4 | Protection | 3 | Lvl + Const. Mod |
| 10th | +4 | Order Feature | 3 | Lvl + Const. Mod |
| 11th | +4 | Iron Wall Resolve | 3 | 2 x Lvl + Const. Mod |
| 12th | +4 | Ability Score Improvement | 4 | 2 x Lvl + Const. Mod |
| 13th | +5 | Protection (2) | 4 | 2 x Lvl + Const. Mod |
| 14th | +5 | Order Feature | 4 | 2 x Lvl + Const. Mod |
| 15th | +5 | Priority Presence | 4 | 2 x Lvl + Const. Mod |
| 16th | +5 | Ability Score Improvement | 4 | 2 x Lvl + Const. Mod |
| 17th | +6 | Protection (3) | 5 | 2 x Lvl + Const. Mod |
| 18th | +6 | Aura of the Unyielding | 5 | 2 x Lvl + Const. Mod |
| 19th | +6 | Ability Score Improvement | 5 | 2 x Lvl + Const. Mod |
| 20th | +6 | Endless Sacrifice | Unlimited | 2 x Lvl + Const. Mod |
Class Features
As a Shield Bearer, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Shield Bearer level
- Hit Points at 1st Level: 12 + your Constitution modifier + racial bonus
- Hit Points at Higher Levels: 1d12 (or 6) + your Constitution modifier per Shield Bearer level after 1st
Proficiencies
- Armor: Heavy armor
- Weapons: Martial weapons and Shields
- Tools: Playing card set
- Saving Throws: Constitution and Strength
- Skills: Choose two skills from Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 1 shield with a light weight shield class and a short sword or (b) 1 shield with a heavy weight shield class
- (a) a guide to being a good protector
- (a) two healing potions and one antidote
- (a) ring mail
Taunt
In battle, you are the guardian of your party. On your turn you can catch the attention of your foes with either an insult or challenge as a bonus action. When you taunt, you gain temporary health and the enemies within 30ft of you must make a Wisdom save versus your Intimidation check. If they fail, they must use their next actions to move closer and attack you for 1 minute.
Shield Bash
You hit your enemy with all your might. As an action, you can hit your opponent with your shield to stagger them. When this attack hits, the target takes bludgeoning damage equal to your AC + your strength modifier, and they must roll either a strength or a dexterity saving throw. If they fail, they become prone for 1 turn.
Reckless Charge
Starting at 2nd level, you can charge towards your enemy without any mind to your own safety. As an, action you can charge at an opponent 15ft of you. When this attack hits, the target takes bludgeoning damage equal to your AC + your strength modifier and they must roll either a strength or a dexterity saving throw. If they fail they’ll be pushed back 30ft. And if this attack misses you become prone for 1 turn.
Battle Cry
At 2nd level, you can bolster the morality of your allies with a rallying call. Whenever you use this ability, you and allies within 30ft of you become immune to any mental attack for the duration of the ability and gain temporary health for 1 minute.
Shield Bearer Orders
At 3rd level, you can choose a shield bearer order where you will start your training and will give your oath to. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.
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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Stand Guard
Your shield becomes an extension of yourself, allowing you to protect others with swift and practiced efficiency. As a bonus action, you can take the "Defend" action, granting half cover to an ally standing adjacent to you, while also taking a defensive stance waiting to counterattack. This cover adds a +2 bonus to their AC and Dexterity saving throws. While in this stance you cannot do any other actions except for Taunt
Phalanx
At 5th level, your understanding of the shield let’s you guide others that hold them to use them more efficiently. For every person who has a shield in use, you and those allies will get 1d4 additional role to their AC with a maximum of 1 times
Resilience
At 7th level, you have developed your body to have the resilience similar to that of a dragon. Any kind of physical damage the you receive is halved.
Protection
At 9th level, your loyalty towards your employer/party gets even deeper that you would give your life for them. Whenever one of your allies are about to die, you can use your next movement as a bonus action to take the blow for them taking half of the damage. The amount of times you can protect your allies will reset after a long rest. This increases to two times at 13th level and three times at 17th level
Iron Wall Resolve
Starting at 11th level, your shield is not just a tool of defense — it is a symbol of your unyielding will. When you use your Stand Guard ability, you can choose up to two creatures within 10 feet of you to gain temporary hit points. Additionally, when you use your reaction to counterattack with Stand Guard, you can strike with overwhelming force. If your counterattack hits, the target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone or pushed back 10 feet — your choice.
Priority Presence
At the 15th level, Your mere presence on the battlefield commands attention, forcing enemies to reckon with your unyielding defense. When a creature within 15 feet of you targets an ally with an attack, spell, or harmful ability, you can use your reaction to mark them with your imposing aura. Until the end of their next turn:
- The marked creature has disadvantage on attack rolls against targets other than you.
- If they move while marked, their speed is halved.
- If they still choose to attack an ally despite your warning, you can immediately make a melee weapon attack against them as part of the same reaction.
Once you use this feature, you can’t use it again until you finish a short or long rest — unless an ally within range is reduced to 0 hit points, in which case you regain its use immediately.
Aura of the Unyielding
At 18th level, your unwavering presence radiates a powerful aura of protection, bolstering your allies and defying your enemies. While you are conscious and wielding a shield, a 20-foot aura surrounds you, granting the following effects:
- Fortress of Allies: Creatures of your choice within the aura have resistance to non-magical bludgeoning, piercing, and slashing damage.
- Retributive Defense: When an enemy within the aura deals damage to one of your allies, you can use your reaction to make a melee weapon attack against them. If the attack hits, they must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed 15 feet away from your ally.
- Unyielding Will: Allies within your aura cannot be frightened or charmed. If they are already under such effects when they enter the aura, they can immediately make a saving throw to end the condition.
Once per long rest, you can expand this aura to 30 feet for 1 minute, glowing with a faint, unyielding light as your shield becomes a beacon of protection.
Endless Sacrifice
At 20th level, your devotion to protecting others transcends pain, fear, and even death itself. When an ally within 30 feet of you is reduced to 0 hit points, you can use your reaction to shield them from harm:
- The ally drops to 1 hit point instead of 0.
- You take the damage they would have suffered, which cannot be reduced or avoided in any way.
- Until the start of your next turn, you have resistance to all damage and advantage on saving throws.
Once you use this feature, you can choose to push yourself beyond your limits. If you are reduced to 0 hit points as a result of using Endless Sacrifice, you can immediately rise to your feet with 1 hit point, fueled by sheer will. You can only use this second effect once per long rest. Your unwavering presence inspires those around you. Whenever you use Endless Sacrifice, all allies within 30 feet gain temporary hit points.
Shield Bearer Orders
Becoming a full-blown Shield Bearer requires years of training, and that’s just for the basics. When your training as a recruit is finished, you get the chance to choose which order you will be a part of for the rest of your life as a Shield Bearer, each having their own specialty and beliefs.
Holy Sentinels
Devout followers of the Aeon of Preservation, Qlipoth. This shield bearer order projects the will of their God through the protection of those in need of it. Mainly serving those who serve the Holy, these guardians of justice will be reliable allies in the pursuit of peace and harmony.
Though they allow all races to join their order, there are some that need validation of their alignment to be made worthy of joining. Majority of theses races that need said validation are those with demonic heritage like Tieflings and races with monster blood running through them like Half-Orcs. One of these trials is being assigned to an official member for about three years to prove themselves of good alignment before they can undergo official training.
Favour with the Holy
Starting when you choose this order at 3rd level, Your connection with those in the Holy sect of the world are as close as ever. Whenever trying to persuade or perceive one from a Holy heritage, add 1d6 to your persuasion and perception roll. Furthermore any effects or buffs that you will receive from a paladin or cleric will have an additional 1d4 if applicable.
Protector’ s Scriptures
Beginning at 6th level, you gain enlightenment on your duty as a protector, attaining in your mind the scriptures your order follows. During battle you can ask your God for aid, rolling a 1d8, fate decides what aid you will receive. Refer to the table.
| d8 | Aid | Effects |
|---|---|---|
| 1 | Let you and your allies have the heart of a lion | Resist Fright and Advantage on wisdom saving throws |
| 2 | The strength of a thousand men runs through you | Advantage in strength checks and saving throws |
| 3 | You’re as immovable as a mountain | While standing guard you can’t become prone and if stand guard hasn’t been learned yet you gain the ability to do so, but the effects mentioned above does not apply |
| 4 | The rushing river shall aid your charge | If reckless charge doesn’t hit you won’t become prone if it hits add +1 to the damage |
| 5 | Let your presence be the beacon of hope | Adds 1d4 radiant damage to your allies attack rolls |
| 6 | Have trust in your allies | Your next attack roll has an additional +1 |
| 7 | You and your shield are one | Your constitution has an additional digit during battle dependent on your shields AC (Max of 20) |
| 8 | You are the personification of my will | When doing any strength checks or saves during battle use your constitution instead |
Note: Only one Aid can be granted per battle.
Holy Shell
At 10th level, Your God watches over you, giving protection when you need it. Whenever you Taunt, you gain +15 temporary health in addition to your taunt temporary health and any other abilities that give temporary health.
Judgement of the Valiant
At 14th level, your shield surges with protective energy, punishing those who dare harm your allies. As an action, you invoke Judgement of the Valiant for 1 minute. While active:
-
Any enemy within 10 feet of you must succeed on a Wisdom saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or be frightened until the end of their next turn.
-
When an enemy within range makes a melee attack against an ally, you can use your reaction to counterattack. If you are wielding a shield, this attack deals 2d8 bludgeoning damage and forces the target to make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, they are pushed 10 feet away.
-
Allies within 10 feet of you gain temporary hit points equal to your Constitution modifier at the start of their turns.
Once you use this feature, you can't do so again until you finish a long rest.
Behemoth’s Hide
A band of mercenary shield bearers, feared and respected across countless battlefields. Their loyalty is a currency, bought and sold to the highest bidder, yet once their contract is sealed, they become an unyielding wall between their employer and death itself. Hardened by years of brutal conflict, their shields are said to be forged from the hides of legendary beasts, and their armor bears the scars of both steel and sorcery.
Though their motives are rooted in self-interest — wealth, comfort, and survival — their reputation for unmatched resilience is undeniable. Physical strikes shatter like waves against a cliff, and magical onslaughts flicker against their defenses like dying embers. It is whispered that no siege has ever broken a line held by Behemoth’s Hide, for they fight not out of honor or faith, but because their survival hinges on fulfilling the terms of their contract.
Yet, a warning to those who hire them: their protection lasts only as long as the gold flows. When the coin runs dry, so too does their sense of duty. To stand behind Behemoth’s Hide is to know safety — for a price.
Hired Guardian
At 3rd level, your loyalty is as strong as the coin that binds it. While defending an ally who has upheld their end of a contract—be it gold, favors, or sworn agreements—you become an unyielding wall. You gain advantage on saving throws against being charmed or frightened, your focus rooted in duty, not emotion. When an enemy targets a paying ally within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll, your shield interposing with practiced precision. Furthermore, once per long rest, if a contracted ally takes damage, you may use your reaction to halve the damage they receive, shouldering the other half yourself—a harsh but necessary price for the protection you sell.
Should an ally break their contract—failing to pay or betraying your terms—these benefits immediately vanish until the debt is settled. In Behemoth’s Hide, loyalty is not given freely; it is bought, upheld, and, if needed, reclaimed.
Groundquake
At 6th level, you’ve mastered the art of turning your unyielding defense into a weapon. Drawing on the raw strength of the legendary beasts whose hides fortify your shield, you can unleash a devastating shockwave. As an action, you slam your shield into the ground or stomp with crushing force, channeling the might of the creatures your order has conquered. All creatures of your choice within a 10-foot radius must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, creatures are knocked prone and take 1d8 bludgeoning damage as the ground splits and cracks beneath them. On a successful save, they remain standing but still take half damage. The impact leaves the area with difficult terrain until the end of your next turn—shards of stone and beast bone littering the battlefield.
Juggernaut Plating
At 10th level, your armor — reinforced with the hides and bones of legendary beasts — transforms you into an unstoppable force. While wielding a shield, you gain resistance to bludgeoning, piercing, and slashing damage from both magical and non-magical attacks. Additionally, when you use your reaction to block an attack targeting an ally within 5 feet of you, you can reduce the damage they take by an amount equal to your Strength modifier + your proficiency bonus.
Titan Slayer
At 14th level, your presence looms as large as the beasts you've felled, striking fear into those smaller than you. When you hit a creature larger than you (Large or bigger), you deal extra damage equal to your Strength modifier once per turn. If a Large or bigger creature attacks an ally within 10 feet of you, you can use your reaction to move up to half your speed toward them and make a melee attack. This movement doesn’t provoke opportunity attacks. When you use this reaction, all Small or smaller creatures within 10 feet of you must succeed on a Wisdom saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or become Frightened of you until the end of your next turn.
Falcon Division
Spanning the vast continent of Slevestine, the Falcon Division holds strategic posts in cities, towns, and key routes, ensuring no cry for help goes unanswered. Unlike other shield bearer orders, the Falcons prioritize speed and efficiency over sheer defense, wielding smaller, lighter shields that allow for swift movement and quick strikes. Their tactics center on rapid response — intercepting threats, neutralizing danger, and dispersing conflict before reinforcements are ever needed.
Their disciplined ranks operate like a well-oiled machine, communicating through sharp signals and coordinated maneuvers. Every member is trained not only in defense but also in pursuit, capable of chasing down fleeing foes or swiftly creating a defensive line where the situation demands. They are protectors of the people, but they are also strategists and tacticians, ensuring the safety of the realm through calculated action.
Despite their effectiveness, the Falcon Division often faces criticism from more traditional orders, who see their agile approach as reckless or lacking in honor. Yet, the Falcons pay no heed to such remarks. To them, duty outweighs tradition — and saving lives swiftly is far more important than earning the approval of slower-moving comrades.
Their motto, whispered like a breeze before a storm, reflects their core belief: "Strike fast. Shield strong. Depart before the dust settles."
Efficiency
Starting at 3rd level, you abandon heavy armor and bulky equipment, opting for lighter gear that enhances your speed and precision. This shift allows you to focus on swift movement and ranged combat rather than direct confrontation.
- Shield Toss: You can use your shield as a ranged weapon (range 20/60). On a hit, it deals damage equal to half your AC (rounded down) + your Dexterity modifier.
- Swift Footed: Your movement speed increases by 10 feet.
Note: These benefits only apply while you are wearing light or no armor. Using medium or heavy armor prevents you from gaining the effects of Efficiency.
Ballistic Impact
At 6th level, you harness your speed to strike with overwhelming force, using your momentum as a weapon. When you use Reckless Charge and hit a target, you deal double damage + your Dexterity modifier. However, the sheer force of the impact rebounds on you — you take half the total damage dealt.
Adept Scouter
At 10th level, your keen awareness and swift analysis of your surroundings make you an expert at gathering information. You have advantage on Investigation and Perception checks. Additionally, if a Rogue is within 30 feet of you, they also gain advantage on Perception checks as you subtly guide their observations.
Blitz
At 14th level, you master the art of rapid, relentless strikes, using your speed to overwhelm your enemies before repositioning. When you use Blitz, roll 5 Acrobatics checks. For each successful roll (DC 10 or higher), you deal damage equal to your shield’s AC + your Dexterity and Constitution modifiers. After the attack, you can immediately move up to 30 feet away from your target without provoking opportunity attacks. Note: Using Blitz consumes both your attack and movement actions for that turn.
Guardian Alliance
Serving the five main countries of Slevestine, the Guardian Alliance is a shield bearer order revered for its unwavering dedication to the protection of the realm. Whether standing as the unyielding vanguard in battle or forming the last line of defense against overwhelming forces, they are the unbreakable wall between their homeland and its enemies.
The Alliance takes its duty with solemn pride, believing that true strength lies not in the power to strike but in the resolve to endure. Their recruitment process is as brutal as it is selective — potential members must survive a series of grueling trials, often described as torture in all but name, designed to test both physical endurance and mental fortitude. Only those who refuse to break, no matter the pain or pressure, earn the right to bear the Guardian Alliance’s crest.
Clad in heavy armor and wielding massive shields, they move not with speed but with purpose — each member a living fortress, trained to withstand both physical onslaughts and magical bombardments alike. Their presence on the battlefield signals hope for allies and despair for foes, as they form impenetrable defensive formations, protecting their charges until the bitter end.
The Guardian Alliance holds no ambition for glory or personal gain. Their only goal is the preservation of peace and stability across Slevestine, and they will stand firm against any force that dares threaten it — be it an army, a monster, or even the elements themselves.
Their motto is simple yet resolute: "We stand. We endure. We protect."
Protector's Oath
Starting when you choose this order at 3rd level, you take an oath of protection towards your chosen client. You get an additional +2 on one of your ability scores depending on the kingdom where you swore loyalty to. Refer to the table below.
| Kingdoms | Ability Score Improved |
|---|---|
| Dwarven | Strength |
| Elven | Dexterity |
| Human | Intelligence |
| Dungeon | Charisma |
| Holy | Wisdom |
Aura of Fortitude
At 6th level, your unwavering resolve radiates a protective aura, shielding those who stand beside you. You and all allies within 25 ft of you gain a +1 bonus to AC as long as they remain within range.
Perseverance
At 10th level, your relentless training has hardened both your body and mind, allowing you to withstand even the fiercest assaults. You gain resistance to physical damage (bludgeoning, piercing, and slashing damage from non-magical sources).
Moral Boost
At 14th level, your unwavering presence inspires those around you, turning your defiance into a rallying cry. When you use Taunt in battle, all allies within 30 feet of you gain Inspiration (a +1d6 bonus to their next attack roll, saving throw, or ability check).
Children of Nanook
Fanatical devotees of Nanook, the Aeon of Destruction, the Children of Nanook are a shield bearer order unlike any other — a ruthless, chaotic force that embraces ruin as both their purpose and their path. Unlike traditional orders bound by honor or loyalty, these shield bearers view betrayal and survival as mere tools in their pursuit of devastation.
Often hired by evil organizations, warlords, or cults with destructive agendas, they act as both vanguards and catalysts for chaos. Their shields — battered, jagged, and bearing the twisted symbols of Nanook — are not tools of defense, but of aggression. They use their shields not to protect, but to crush, batter, and break anything in their way.
What truly sets them apart is their fluid sense of loyalty. The Children of Nanook follow strength, not oaths. Should they sense a battle turning against them, they will abandon or even betray their patron without hesitation, seeing it as a natural shift in the tide of destruction — a sign from Nanook that the weak deserve obliteration.
Despite their disloyalty to others, they are fiercely committed to their god's will, believing that the world must be reduced to ashes so that something stronger can rise from its ruins. Their ranks often include rogue shield bearers or exiles from other orders who found purpose in Nanook’s merciless philosophy.
Feared across Slevestine, the mere sight of their crimson and black banners — often depicting a cracked shield or a burning ruin — is enough to send chills through even the bravest warriors. Wherever they march, destruction follows.
Their ominous creed echoes the will of their Aeon: "Strength reigns. The weak fall. All things break."
Destructive Impulse
At 3rd level, the relentless teachings of Nanook have seared into your mind, bringing you closer to the Aeon’s will. This connection manifests as a dark, oppressive aura that weighs heavy on those around you. While Taunt is active, you emit an ominous aura in a 15-foot radius. Enemies within this range become more vulnerable, taking an additional +1d4 damage from all sources until the start of your next turn.
Heart of Thorns
At 6th level, your bond with Nanook's destructive will deepens, turning your suffering into a weapon.
While Stand Guard is active, whenever you take damage from a melee attack, you reflect half of the damage back to the attacker. This damage ignores resistances, as your pain becomes an extension of Nanook’s wrath.
Bloodlust
At 10th level, the forbidden teachings of Nanook grant you a grim connection to death itself, using the fallen as fuel for your own strength. When a corpse is within 30 feet of you and in your line of sight, you draw power from its demise. For each corpse, your Strength score increases by 1 for the duration of the encounter, up to a maximum increase equal to your Constitution modifier.
Battle Frenzy
At 14th level, your voice becomes a weapon of pure chaos, a roar echoing Nanook’s will — driving both allies and enemies into madness. When you use Battle Cry, all creatures within 30 feet of you are affected for 2 turns:
- Allies gain the usual benefits of Battle Cry but are also overcome with bloodthirsty madness, causing them to attack the nearest creature — friend or foe — on their next attack.
- Enemies experience the opposite effects of Battle Cry, suffering a -1d6 penalty to attack rolls, saving throws, and ability checks.
In addition, they are driven into a reckless frenzy, forcing them to use their next attack action immediately, regardless of strategy or positioning.
Death Guard
Shrouded in mystery and whispered legends, the Death Guard is an enigmatic shield bearer order, their existence more rumor than reality. It is said they serve as the silent protectors of the delicate balance between life and death, sworn to guard the thresholds between realms. Their solemn duty binds them not to the living world, but to the shadowed pathways of the Underworld — ancient corridors where souls pass from one existence to the next.
Rarely seen in the light of day, the Death Guard operates from the veil of darkness, emerging only when the balance is threatened — when necromancers attempt to defy death, or when the living dare to invade the sanctity of the afterlife. Their shields, said to be etched with runes of mortality, do not only protect against physical blows but also ward off the unnatural — curses, spirits, and the corrupting touch of undeath.
Despite the veil of secrecy surrounding them, tales of their existence have spread — some say by the order itself, though none can confirm. Yet, these whispers have done more than stir fear — they have ignited a strange desire in certain souls. Those who seek power over life and death, who crave understanding of mortality’s thin veil, or who feel an unrelenting pull to the world beyond — these individuals yearn to join the ranks of the Death Guard.
However, becoming one of them is no simple feat. The path is unclear, their recruitment methods unknown. All that is certain is this: to walk among the Death Guard, one must embrace the grim reality that their life, from that point on, will belong not to the realm of the living, but to the eternal balance they are sworn to protect.
Path of the Damned
Starting when you choose this order at 3rd level, you are assigned a rank to signify your growing connection to death and the afterlife. These ranks reflect both your abilities and your standing within the Death Guard, each one unlocking new powers and responsibilities. As you progress, your aura of death deepens, marking you as a true sentinel of the balance between life and death.
Ranks:
- Grave Squire: The starting rank of the Death Guard. All new initiates bear this title as they seek to prove their worth. Grave Squires are often tasked with guarding graveyards, not only warding off grave robbers but also containing the restless dead should an uprising occur. Their duties may also extend to hunting down wayward undead that defy the natural order.
Ability — Deathwatch: You have an innate sense of nearby undead. As an action, you can sense the presence of undead within 30 feet of you for 1 minute, even if they are hidden or invisible.
- Tomb Knight: Fearsome and otherworldly warriors, Tomb Knights are bound to ancient burial grounds and forgotten tombs. Having endured years—perhaps centuries—of service, they are relentless protectors of the dead. Their mere presence is often enough to unsettle mortals, as the air around them seems colder, and the shadows deeper.
Ability — Graveborn Resolve: You gain resistance to necrotic damage. Additionally, you have advantage on saving throws against being frightened.
- Grail Guardian: A title bestowed upon noble and unwavering protectors. Grail Guardians are tasked with safeguarding cursed artifacts or revered sacred relics. Whether standing vigil over a dark object of immense power or awaiting a worthy soul to claim a holy treasure, they are bound by unyielding oaths, swearing to protect their charge until their final breath.
Ability — Relic Ward: When within 10 feet of a magical object or artifact, you can create a protective aura that grants you and your allies +1 to AC and saving throws for 1 minute. Usable once per long rest.
- Gatekeeper of the Afterlife: The highest and rarest rank within the Death Guard, granted only to those personally chosen by the God of Death. Gatekeepers oversee the very boundary between the mortal realm and the world beyond, ensuring the flow of souls remains undisturbed. They are enigmatic figures, their very presence a reminder of the thin veil separating life and death. Within the order's ancient records, only one individual has ever held this rank.
Guardians Vigil
At 6th level, you have a deeper connection to death’s touch, allowing you to stand strong and protect others even in the direst circumstances. When you are within 10 feet of an ally who drops to 0 hit points, you can use your reaction to reduce the damage dealt to them by half. This ability applies even if the attack would normally be a critical hit. If you reduce the damage to 0, the ally gains temporary hit points equal to your Shield Bearer level (minimum of 5) and can immediately make a death saving throw. Stacks with Protection.
Shield of the Unyielding
At 10th level, you become a symbol of invulnerability, able to withstand even the most grievous of wounds while standing firm for their allies. When you use your Guardian's Vigil or any similar ability that reduces incoming damage, you can choose to redirect a portion of the damage you take to an enemy within 10 feet. You take the damage as normal, but the target creature must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes half the damage you absorbed, rounded down. On a successful save, it takes no damage.
Death's Embrace
At 14th level, you have learned to fight through death itself, gaining temporary power when near death’s threshold and becoming a literal embodiment of death’s guardianship. When you are reduced to 50% or fewer of your hit points (rounded down), you gain the Death’s Embrace feature. For the next minute, your movement speed increases by 10 feet, and you gain resistance to all damage types. During this time, when an enemy within 10 feet of you hits a creature with a melee attack, you can use your reaction to deal psychic damage equal to half your Shield Bearer level (rounded up) to the attacker.
Shield Class Mechanic
The Shield Class Mechanic introduces a unique combat style focused on defense, support, and calculated aggression. Shield bearers wield shields not only for protection but also as weapons, using their mastery to control the battlefield.
Shield Types
Light Shields
Smaller, more agile shields that favor mobility and quick reactions.
AC Bonus: +1
Weight: 4 lbs
Traits: Can be dual-wielded or paired with a one-handed weapon. Grants advantage on Dexterity saving throws.
Special Action — Deflect: As a reaction, reduce ranged attack damage by 1d6 + your Dexterity modifier.
Heavy Shields
Larger, more robust shields designed for maximum protection.
AC Bonus: +2
Weight: 10 lbs
Traits: Requires one free hand to use. Grants advantage on Strength saving throws and checks to shove enemies.
Special Action — Brace: As a bonus action, plant your shield into the ground, granting you and allies within 5 feet half cover until the start of your next turn.