Shielder (5e Class)
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You are a master of the Shield, solely focused on the protection of those around you, even putting yourself in harm's way for others.
Creating a Shielder
When creating a Shielder it is important to keep in mind that you are the mainline of defense; you’re the one rushing in and taking all the hits that would normally fell your teammates but hardly put a dent on your armor.
- Quick Build
You can make a Shielder quickly by following these suggestions. First, choose a human variant, and pick Shield Master as your feat, next, Constitution should be your highest ability score, followed by strength, then dex.
As a Shielder you gain the following class features.
- Hit Points
Armor: All Armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Pick two from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- a shield and a spear
- (a) a shortsword or (b) any martial weapon
- (a) an Explorer’s Pack or (b) a Dungeoneer’s Pack
- a chain mail
- If you are using starting wealth, you have 4d4 x 10 in funds.
|1st||+2||Indomitable Defense, Shield Combat||1d6|
|2nd||+2||Defensive Maneuvers, Expeditious Guardian||1d6|
|3rd||+2||Shielder Order, Raised Shield||1d6|
|4th||+2||Ability Score Improvement||1d6|
|8th||+3||Ability Score Improvement||1d8|
|12th||+4||Ability Score Improvement||1d10|
|16th||+5||Ability Score Improvement||1d10|
|19th||+6||Ability Score Improvement||1d12|
Starting at 1st level, you learn to assume an impenetrable defensive posture with shield in hand. While wielding a shield, you can choose, at the start of your turn, to use an action or as a reaction when a friendly creature at 5 feet take damage to use your Indomitable Defense, gaining the following benefits until the end of your next turn:
- You can choose to ward a creature within 5 feet of you. While you keep the stance, any damage taken by that creature is reduced by your Shield Die.
- When a hostile creature move within 5 feet of the warded creature, you can use your reaction to shove or make an attack with your shield against it.
- You can change places with a willing creature within 5 feet of you.
You can use your Indomitable Defense a number of times equal to double your proficiency bonus and recover half your uses after a short rest or all your uses after a long rest.
Also at 1st level, you become proficient in using your shield as a weapon in combat. On your hands, a shield is considered a simple weapon, that causes 1d6 bludgeoning damage on a hit and has the light property. The damage caused by your shield increases as you gain levels in this class, as shown on the Shield Die column on the Defender table.
In addition, you can don or doff a shield with a bonus action.
Starting at 2nd level you learn shield arts, which are special techniques that can only be utilize whilst wielding a shield. You gain two defensive maneuvers, gaining one additional one at 7th, 13th and 17th levels.
Starting at 2nd level, when a creature you can see at a distance equal to or less than your movement speed takes damage, you can use your reaction to move toward that creature, taking damage instead. The damage you take is halved.
At 3rd level, you chose an order. Choose between the options detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th and 14th level.
Beginning at 3rd level, whenever you or a creature within 5 feet of you are subjected by an effect that allow a Dexterity saving throw to take half damage, you can use your reaction to protect that creature, causing it to take no damage on a success or half damage on a failure.
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.
Starting at 5th level you can attack twice, instead of once, whenever you take the Attack action on your turn.
You are swift to defend your allies against impending danger. Beginning at 7th level, you consider and roll of 7 or lower on the d20 as an 8.
In addition, if you aren't surprised or incapacitated, at the start of combat you can use your movement speed to move towards an allied creature. You must end your movement closer to that creature than when you started. You can then take your Defender stance feature.
Starting at 9th level, you can absorb the impact of your enemies attacks and turn them back to them. While wielding a shield, whenever a creature hit you with an attack, you gain 1 point of absorption. When you have an amount of absorption points equal to your proficiency bonus, you can release this energy on a successful melee attack using your shield, causing additional damage equal to your shield die.
The additional damage increases to two dice at 13th level and three dice at 17th level.
Starting at 11th level, In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can't take two reactions on the same turn.
Starting at 15th level, whenever you roll initiative and have no uses of your Guardian Stance, you regain one.
In addition, whenever you use your Guardian Stance, you gain the benefits of the Dash action.
When you reach the 20th level, you become the perfect protector. You have unlimited uses of your Indomitable Defense.
In addition, when you use your Indomitable Defense, you can ward all friendly creatures within 5 feet.
- Blocking Shield
As a reaction, you can reduce the damage taken by a creature within 5 feet of you by an amount equal to your shield die + your proficiency bonus.
- Energy Protection
prerequisite: Magus Order, 7th level
When you use your Indomitable Defense feature, the warded creature have resistance to one damage type from the following: acid, cold, fire, lighting or thunder.
If you don't move on your turn, you can choose to entrench yourself. While entrenched, all attacks made against you are made at disadvantage. You lose this benefits if you move or make an attack.
If you use your Indomitable Defense, you can choose one friendly creature within 5 feet to also benefit from Entrenching.
- Hostile Posture
prerequisite: 13th level
When Indomitable Defense is active, any hostile creature within 5 feet have disadvantage on attack rolls against targets other than you.
- Moving Trenches
prerequisite: Entrenching, 7th level
You can choose to move up to 30 feet while retaining the benefits of Entrenching.
- Parrying Shield
As a reaction, you can add your Shield die to the AC of one creature within 5 feet of you while using your shield. You can't use this feature on yourself.
- Shield Charge
prerequisite: 13th level You can run with your shield in front of your body in powerful charge. When indomitable defense is active, if you take the Dash action, you can make an attack with your shield as a bonus action. On a hit, you deal the damage of the attack and you can choose to either shove the target or cause additional damage equal to your Shield Die.
- Shield Lift
When Indomitable Defense is active, you add your Shield Die to Dexterity saving throws.
- Shield Bash
When Indomitable Defense is active, you can use your bonus action to make an attack with your shield. On a hit, the target is pushed 10 feet back. On a critical, the target is stunned until the end of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after a long rest.
- Shoulder Carry
You can have one free hand while wielding a shield. You can't benefit from more than one shield.
- Steel Defense
You can protect the creature from one type of damage: Slashing, Piercing and bludgeoned.
You add your Shield Die to your Wisdom (Perception) checks and Initiative rolls.
Order of the Shield Thrower
- Ricochet Thrown
Starting at 3rd level, you learn how to throw and recover your shield. Your shield gain the thrown property (20/60) and it returns to you after each attack. When you hit a creature with your shield, you force another creature within 5 feet of your target to make a Dexterity saving throw, or take damage equal to your shield die.
In addition, you can don or doff your shield without requiring any action.
- Power Throw
At 3rd level, when you use your Indomitable Defense, once in each of turn, you add a d6 to the damage roll of your attacks with a shield.
In addition, at 9th level, you also gain absorption points whenever a creature fail a Dexterity saving throw against your shield's ricochet. You also can use your Defender's Rebuke feature with your thrown shield.
- Active Catch
Starting at 6th level, if you have used Indomitable Defense on your turn and deal damage with your thrown shield, you can move towards the creature you have damaged, up to half your movement speed. You must end your movement closer to him than when you started.
In addition, if you and this movement within 5 feet of this target, you can make a melee weapon attack with your shield as part of the same bonus action.
- Reactive Throw
Starting at 10th level, when a creature you can see within 30 feet hit you with an attack, you can make an attack with a thrown shield against it as a reaction.
- Ricochet Master
At 14th level, you can add your Power Throw bonus damage to the damage of all attacks you make with a thrown shield, and to the damage dealt against a creature that fail a Dexterity saving throw against the shield ricochet.
In addition, when a creature fails a saving throw from your ricocheting shield while Indomitable Defense is active, you can choose another target for the Ricochet Thrown feature within 5 feet of it.
- Furious Thrown
Starting at 18th level, when you take the Attack action on your first turn of combat, you can throw your shield as part of that action.
Order of the Magus
Magus are shielders who use magic to enhance their defensive abilities.
|—Spell Slots per Spell Level—|
- When you reach 3rd level, you learn how to use spells in battle.
- You learn two cantrips of your choice from the wizard or cleric spell list. You learn an additional wizard or cleric cantrip of your choice at 10th level.
- Spell Slots
- The Magus Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
- You know three 1st-level spells any spell list of your choice, as long as at least two of these are from the abjuration school, the third can be from any school of magic from the wizard or cleric spell list.
- The Spells Known column of the Magus spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration spell of your choice, and must be of a level for which you have spell slots.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic from the wizard or cleric spell lists.
- Whenever you gain a level in this class, you can replace one of the spells he know with another spell of your choice from the abjuration school, unless you're replacing the spell you gained at 3rd, 8th, 14th, ou 20th level from any school of magic from the wizard or cleric spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
- Intelligence is your spellcasting ability for the magus spells, since you learn this power through research and study. You use your Intelligence whenever a spell refers to his spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a war caster spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Magical Shield
At 3rd level, you can spend 1 hour, which can be done as part of a short rest, to magically bind a shield to you. This shield is considered a magical object, if it wasn't already. You can use your bonus action to doff it, shunning this shield to a dimensional space or to summon it to your arm, donning it.
You can have only one shield bound to you at the same time, and trying to bind another one end the bond with the previous. In addition, you can use your Magical Shield as a spellcasting focus for your Magus spells.
- Arcane Rampage
Starting at 6th level, if your Indomitable Defense is active and you use your action to cast a spell, you can make a melee weapon attack using your bonus action.
- Arcane Recovery
When you reach the 10th level, you can recover your arcane potential. You can use your bonus action to regain an amount of spell slots equal to your proficiency bonus.
You can use this feature once, and regain your uses of it after finishing a long rest.
- Projected Shield
When you reach the 14th level, you can expel your arcane energy into a force barrier. Once in each of your turns if your Indomitable Defense is active, you can replace one of your attacks by a use of this feature. You force all creatures in a 15-foot cube originating from you to make a Strength saving throw against your spell save DC. On a failed save, a creature take force damage equal to your Shield die and is pushed 10 feet back. On a success, it takes half as much damage and is not pushed.
Order of the Shield Dancer
Shield Dancers focus on applying mobility to defense, enduring more punishment than other shielders by absorbing the impact of attacks with quick steps, allowing them to move and react faster, changing the tide of a battle.
- Fast Movement
Starting at 3rd level, your movement increase in 10 feet.
While Indomitable Defense is active, you ignore difficult terrain and can take the Dash action as a bonus action.
- Swift Defense
Starting at 3rd level, you can use your Dexterity, instead of Strength, when making attack rolls using your shield.
In addition, when Indomitable Defense is active, you can add your shield die to your AC, if you are using light or no armor.
- Absorb Impact
At 6th level, when you are in your Indomitable Defense, you can add your Dexterity modifier to the damage reduction. You can't use this feature until you use Indomitable Defense again.
- Agile Blockade
At 10th level, when Indomitable Defense is active, you make Dexterity saving throws with advantage and you add your shield die to the result of the check.
- Defensive Rush
When you reach the 14th level, if Indomitable Defense is active, you can use your Expeditious Guardian feature without using a reaction.
In addition, if you end your movement within 5 feet of a hostile creature after using Expeditious Guardian, you can shove that creature as a reaction.
- Ultimate Shield
At 18th level, you can create an impenetrable arcane barrier around a warded creature. When you use Indomitable Defense, the warded creature becomes immune to damage for the duration.
You can use this feature once, regaining the ability to do so after a long rest.
Order of the Verdant Warden
Verdant Wardens have studied nature, learning the ways that large beasts and plants are capable of not only being defensive but also their destructive and harmful attributes. Shielders who go this route tend to have fur pelts, bone or vines on the armor and shield.
- Green Knight
Starting at 3rd level, you gain proficiency in Nature and Animal Handling skills.
In addition, you can cover a weapon or shield you wield in thorns, causing piercing damage, instead of bludgeoning damage.
- Deadly Foliage
At 3rd level, when Indomitable Defense is active, if an allied creature within 10 feet is target of an attack, you can use your reaction to cause thorned vines and grasping plants to protect the creature, imposing disadvantage to that attack. If the attack misses, the attacker is hurt by the thorns, taking your Shield Die damage. The damage is piercing.
Starting at 6th level, this damage ignores resistance and immunity to non-magical damage.
You can use this feature a number of times equal to your proficiency bonus, and regain your sues after a short or a long rest.
- Armor of Thorns
Starting at 6th level, when you use Indomitable Defense, you can choose up to 3 creatures you can see within 30 feet of you. Each creature gain a number of temporary hit points equal to a roll of your shield die + your Constitution modifier.
When these temporary hit points are reduced to 0 with a melee attack, the attacker takes piercing damage equal to your Shield Die.
You can use this feature a number of to your proficiency bonus, and regain your uses after finishing a long rest.
- Protective Vines
Starting at 10th level, when you roll initiative, you can choose a number of creatures within 60 feet equal to your Constitution modifier. The chosen creatures are protected by a field of vines. The space within 10 feet of the chosen creatures is considered difficult terrain to hostile creatures.
In addition, all creatures within this vine field gain a bonus equal to your Constitution modifier to their AC for the first round of combat.
You can use this feature once, and regain your uses of it after a long rest.
- Aura of Thorns
Starting at 14th level, when you use your Indomitable Defense feature, you can choose to activate an aura that enhance your control over your thorns.
When Aura of Thorns is active, you can use the Deadly Foliage feature without a reaction and without spending uses, once in each creature's turn, up to an amount equal to your proficiency bonus. In addition, when using aura of thorns, the range of this ability increases to 30 feet.
In addition, you can use your reaction while Aura of Thorns is active and you or a creature within 30 feet of you hits an attack to increase the damage of that attack by an amount equal to your Shield Die. The additional damage is piercing.
You can use this aura a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Thorned Rage
Starting at 18th level, you can cast wrath of nature once, regaining the ability to do so after a long rest.
Order of the Phalanx
Starting at 3rd level, you become adept on using polearms in conjunction with shields. You can wield a halberd, glaive or pike in one hand. You don't add your ability modifier to the damage of these weapons while wielding them in one hand.
- Moving Palisade
At 3rd level, while Indomitable Defense is active, you gain the following benefits:
- You can add your ability modifier to the damage of halberd, glaives and pikes wielded in one hand.
- A spear you wield is considered a weapon with the reach property.
- When a hostile creature move within 10 feet of the warded creature, you can use your reaction to make an attack with a polearm you wield.
- Punish the Advance
Starting at 6th level, once in each of your turns when you hit a creature with an attack while Indomitable Defense is active, that creature's movement is reduced to 0 until the start of your next turn.
- Disengaging Sweep
Starting at 10th level, when you hit a creature with a spear while Indomitable Defense is active, you can cause all hostile creatures within reach to become unable to make opportunity attacks until the end of your next turn.
In addition, the creatures in the area must succeed on a Dexterity saving throw, or take damage equal to your Shield Die. The damage type is the same from the weapon you are wielding.
You can use this feature a number of times equal to your proficiency bonus, regaining your uses after a long rest.
- Hold the Line
At 14th level, when you use your Indomitable Defense feature, you can choose a number of creatures you can see equal to your Constitution modifier within 30 feet to gain the benefits of Indomitable Defense. If you have Defensive Maneuvers that enhance your Indomitable Defense, they also benefit from those.
You can use this feature a number of times equal to your proficiency bonus and regain your uses after finishing a short or a long rest.
- Barrage of Spears
At 18th level, you can use your bonus action in each of your turns to make a weapon attack using a spear.