Shield Defender (5e Subclass)

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Shield Defender[edit]

Fighter Archetype

Can't touch this!
—Maric Cross "the Hammer", Gnome Defender

A Shield Defender specializes in defense with either mobility or impenetrability. Donning light armor and small shields or bucklers, they tumble around the battlefield to defend able positions and strike quickly without weapons. Alternatively they can protect themselves with heavy armor and heavy or tower shields while steadily advance towards opponents, and crush them with overwhelming force.

The Shield Defender will focus on defense and deal damage steadily while taking next to none. However he lacks ranged attack options and will therefore benefit from allies like rangers, wizards, or rogues.

In religious matters, the shield defender defender is likely to worship gods of strength and honor like Kord, however some worship deities of peace and neutrality and are more pacifistic than most martial classes. Shield Defenders have a deep respect for paladins and clerics because they represent protection and strength, they also generally they get along well with Fighters or Wizards because they dedicate there lives to training. They don't get along too well with barbarians because of there penchant for destruction.

Shield Fighter

Starting at 3rd level, you gain the ability to use your shields for both defensive and offensive purposes. You gain the following benefits below.

Shield Bash. While you are wielding a shield, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
Blunt Trauma. Shields are considered simple weapons for you, that have the light property and cause 1d4 bludgeoning damage on a hit. This damage increases to 1d6 at 7th level, 1d8 at 10th level, 1d10 at 15th level, and 1d12 at 18th level. The damage type may vary depending on the shield (for spiked or bladed shields for example).
In addition, if a shield has any magical bonus to its AC, when attacking with the shield that bonus is also applied to Attacks and damage rolls.
Shield Style

Beginning at 3rd level, you can choose a combat style. You can choose either the Juggernaut, or Untouchable styles. You can change the chosen style whenever you gain a new level on this class.

Juggernaut. While you are wielding a shield, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3 (not cumulative with damage reduction granted by feats such as Heavy armor master).
Untouchable. When a creature has Disadvantage on an attack roll made against you, it must roll one additional die and choose the lowest result.
Twin Shield

At 7th level, you can wield a shield in each hand. To gain the benefit of the second shield, you must use your bonus action. This benefit lasts until the start of your next turn.

If both shields you are benefiting have a magical bonus to the AC, you only benefit from the highest bonus.

Shield Ward

Also at 7th level, you gain the ability to block ranged attacks. Whenever you are hit by a ranged attack made with a weapon, you can use your reaction to add your proficiency bonus to your AC.

Shield Block

At 10th level, you gain mastery over shield blocks. Whenever you are hit by an attack while wielding a shield, you can use your reaction to impose Disadvantage on that attack.

Improved Shield Style

At 15th level, a defender’s aptitude in his chosen combat style (untouchable or juggernaut) improves.

Juggernaut. While wielding a shield, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Untouchable. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Style Mastery

At 18th level, you reach the peak of your chosen combat style.

Juggernaut. While wielding a shield, you gain resistance to slashing, piercing and bludgeoning from non-magical attacks.
Untouchable. When you are hit by an attack or fail a Dexterity save, you can reroll the die and use the new result. Once you use this ability, you can't use it again until the start of your next turn.
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