Warlock
Base Class: Warlock

The Hex Shields are by far the rarest type of warlock. They are bastions for their team, and are often altruistic protectors of their allies. They tend to be good, willing to die for others, just for the sheer intent of their patron. These patrons are, in fact, sentient shields, with their own personalities and goals. These Shields often revel in the defending of others, and often engage in mental warfare with their owners. This psychological warfare is often abused by opponents, in the fact that they have no defense against psychic damage.

Sentient Shield

Starting at 1st level, you gain a sentient shield that you are proficient with. This shield functions at first as a regular shield, with it's own masochistic personality that demands absorbing damage. This shield is bound to your arm, and is completely irremovable. Attempts to remove it from your arm cause the remover to make a wisdom saving throw DC 15. They take 1d4 psychic damage on a failed save, or half on a success. Should your character die while wielding the shield, the shield vanishes to find a new host.

Mystic Defender

Starting at 1st level, you become an excellent defender on the battle field. You become proficient with Light, Medium, and Heavy Armor, and you may use your charisma in place of strength for the requirements of wearing Heavy Armor. As well, you can take an action on your turn to turn your eldritch blast into a melee weapon attack, in which you may use your charisma modifier in place of your strength modifier. When turning eldritch blast into a melee weapon attack, you must roll for each individual bolt as you would if you cast the cantrip.

New Innovation Options

These are 3 new invocations that can be used in place any invocations as long as you have pact of the shield.

Improved Pact Armor

Improved Pact Armor
Prerequisite: Pact of the Shield 

  • You can use your pact armor as a spellcasting focus for your warlock spells.
  • The armor confers a +1 bonus to AC, unless the armor is magical and already conferred this bonus.
  • Once per short rest, you may impose disadvantage on a single attack. You may declare this after the initial attack roll, but before the damage dice have been rolled. 
 

Shield of Wrath

Shield of Wrath
Prerequisite: 7th level, Pact of the Shield

  • When you summon a shield using your pact feature (not a suit a armor), select a damage type from the following: bludgeoning, piercing, or slashing.
  • You are considered proficient with your pact shield as a weapon, and you may attack with it, causing 1d6 damage plus proficiency bonus and either your strength or charisma bonus. The attack causes the damage type you selected when summoning the shield (and the shield will appear in a shape suitable to cause that damage--spiked or bladed for piercing or slashing damage).
  • You may attack with your shield using two-weapon fighting, even if the weapon in your other hand is not light.
  • You still gain the normal AC bonus from carrying the shield.
 
 

Warding Might

5th level, Pact of the Shield

  • When you summon your pact armor, choose a damage type. You have resistance to this damage type while wearing the armor.
  • Summoned heavy armor is treated as medium armor, medium armor is treated as light armor, and light armor is treated as being unarmored for purposes of dexterity bonuses to AC and stealth checks.

New Pact Boon Option

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You may gain the following feature, available for any patron, instead of the standard pact of the blade, chain, talisman, or tome.

 
 
Pact of the Shield

You can use your action to create a suit of armor around your body. You can choose the type of armor created (leather, chain, plate, etc.) and you are proficient with that armor while you are wearing it. You may also elect to create a shield, which appears on an available hand/arm of your choice. This armor counts as magical for purposes of resisting attacks and damage.

The armor disappears if it is more than 5 feet from your body for more than 1 minute, or if you use this feature again, if you dismiss the armor, or if you die. 

You can transform a magical suit of armor or a shield into your pact armor via the same method described in the rules for pact of the blade weapons. All restrictions applying to turning magical weapons into pact weapons apply to turning magical armor into pact armor, including the inability to change the type of the armor when it is summoned.

 

Astral Defense

Starting at 6th level, your ability to defend your allies improves. If an ally within 5 feet of you is attacked, you may use your reaction to impose disadvantage on the attack. As well, you may use your reaction to project a shield to defend a creature of your choosing. This shield has AC equivalent to your own, and if hit, causes you to take psychic damage equal to the amount of damage rolled by the attacker. You may perform this reaction once per turn a number of times equal to your charisma modifier per long rest.

Elemental Defense

Starting at 10th level, you may select a damage type: Acid, Cold, Fire, Force, Lightning, Physical (Non-magical), Poison, or Thunder. You gain resistance to the selected type. You may select another at 15th and 20th level. You may change your selected resistance(s) during a long rest.

Acid

You gain resistance to acid damage.

Cold

You gain resistance to cold damage.

Fire

You gain resistance to fire damage.

Force

You are resistance to force damage.

Lightning

You are now resistant to lightning damage.

Physical resistance

You gain resistance to bludgeoning, slashing, and piercing from non magical attacks.

Posion

You are resistant to posion damage.

Thunder

You are resistant to thunder damage.

Embodiment of Defense

Starting at level 14, you may become the embodiment of defense. Once per long rest, you may use an action on your turn to further defend your allies. When you take this action, your AC becomes 18+ your CHA modifier for 1 minute. During this time, the damage you take is held back, and all damage dealt to you is sent back to the attacker, half of what they dealt to you and in force damage. As well, you may take a bonus action on your turn to use Taunt, which requires all enemies within 20 feet to attack you as their next action. At the end of 1 minute, you make a WIS saving throw with a DC of 20. You take all damage held back in psychic damage, halved on a success. If your health is less than 3/4 of your total health, you become incapacitated.

Previous Versions

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