Shield Hero Image

Shield Hero

After becoming a Shield Hero, gain proficiency in Light Armor, Medium Armor, and Shield. (If not already obtained)

Any Shield you attach to your arm becomes The Shield of the Shield Hero, add +2. Shield is a magical absorbing shield, and is considered a magical item. Once shield is removed from Shield Hero it returns back to whatever properties it had before equipping. As you level up, more perks of the Shield become available. At the beginning of the day choose one type (Choose acid, cold, fire, lightning, poison, or thunder) You gain resistance to that element for the day and any damage caused by the shield now adds 1d4 of that damage type as well. Critical rolls made with Shield melee attacks cause unconsciousness on a failed Con 17 save.

Level Three:

  • Energy Blast (Bonus action)- A skill that is exclusive to the Spirit Tortoise Heart Shield. Shoots the Spirit Tortoise's Energy (psionic damage) blast from the shield. Can only be used during the day unless precharged, a precharge requires 15 minutes in direct sunlight per charge, does not have to be intentional. A single blast is 1d6+CON modifier with a 90 foot range, the shield can hold up to 3 charges. Charges refill completely after a long rest, one charge refills on a short rest.
  • Air Strike Shield (Bonus Reaction)

Instantly create a shield for defense anywhere within a radius of 30 feet which lasts until beginning of Hero's next turn. Negates 1d6+STR modifier.  This ability is very versatile, as it can create shields in the air that allow him and others to jump over them to reach or escape threats, it can also be used to immobilize the enemy by blocking their path with shields. Has a 30 second limit outside of battle. If used in an offensive manner a shield of light appears and does 1d4 holy damage and pushes opponent 5 feet back. Cannot be used in both formats in one turn.

Level four:

  • Shield Prison (Bonus Action)

It creates a cage of shields anywhere within a radius of 20 feet that can be used to protect himself or others as well as trap enemies. If used offensively the opponent becomes restrained on a failed STR save (STR 14). Used defensively can encase self or one within 20 feet and negate 1d6 damage. Cannot be used in both formats in one turn.

 

Level Five:

  • Plant Analysis

Allows Hero to see the characteristics of the plants through a scan done by the magic shield.

  • Alert Shield

Sends an alert if an enemy gets within 30 feet of the Hero. 

  • Poison Sensing

It allows the Shield to detect any poison thus sending a warning to the Hero.

Level Six:

  • Shooting Star Shield

A thin wall of light is created. It's a defensive barrier similar to the Air Strike Shield, but it grants up to three party members +2 AC for 1 hour. If anyone who this was used on becomes unconscious or dies due to battle, this effects stops for all who received it. Cannot be used again until a short rest is taken, or twelve hours has past since cast.

Level Seven:

  • Air Strike Shield X2 (Bonus Reaction/Reaction)

Grants Air Strike Shield a second shield to summon. Shields can be summoned for multiple uses but not on one person twice. (Two defensive shields can not be summoned for one person on one turn)

  • Bubble Shield

A skill that provides a limited supply of air to the user, which can be replenished by exiting the area that has limited air. Creates a 10 foot in diameter see through bubble that holds 20 minutes of air, the more people in the bubble the less time (Divide air amount by amount of people) Bubble can be recast when bubble is able to be filled with air. 

Level Eight:

  • Energy Blast X2 (Bonus action)

Charging time cuts down to 5 minutes of sunlight. Number of charges increases to four and up to four charges can be used at once. Charges are able to target separate opponents. All charges refill on a short rest. 

 

Level Nine:

  • Attack Support

A skill summons a dart that hits an opponent (Dex 16 saving throw) marking them in a red glowing outline giving advantage on attack rolls against whatever was hit with this dart. Red outline effect lasts 30 minutes. 

Level ten:

  • Rage Shield

A skill that lures the attention of monsters within 30 feet of the user. It can also forcibly expose anyone that are lightly concealed by magic or skills and causes the loss of concentration (Wis 16 save).  Those affected by Rage Shield gain advantage on attacks made against the caster while gaining disadvantage on any attacks made against them. Caster goes into a Rage, While raging, you have resistance to all damage except psychic damage, but are unable to cast spells or concentrate. Melee and Shield options are still available. 

 

Level eleven:

  • Elemental Shield

Able to change Shield element at will, damage added by elemental type increases to 1d6. Shield now does 1d4 of shields current elemental type damage on attacker who fails a melee attack against Hero.

Level Twelve:

  • Hiding Shield

Shield bearer plus anyone they are in contact with become invisible for one hour. Any damage taken, attacks made, or loss of contact causes shields effect to stop. Effect can be regained by noncaster by regaining contact with Hero. If Hero becomes visible then effect must be resummoned. There is a 10 minute cooldown for summon no matter the amount of time effect was used. 

 

Level Fourteen:

  • Healing Shield

On a successful defend, have attacker roll damage die. Hero Gains 1/4th of the would be damage (rounded up to the nearest whole number) as HP.

 

Level Sixteen:

  • Reflecting Shield

On a successful defend, have attacker roll damage die. Attacker takes 1/2 of the would be damage (rounded up to the nearest whole number) as direct damage (Temp HP does not apply).

Level Seventeen:

  • Healing Shield X2

On a successful defend, have attacker roll damage die. Hero Gains1/2 of the would be damage (rounded up to the nearest whole number) as HP. Hero gains now up to 20 temp hp points.

 

Level Eighteen:

  • Bubble Shield x2

A skill upgrade that provides an unlimited supply of air to the user. Creates a 20 foot in diameter see through bubble that filters or provides air. 

  • Attack Support X2

A skill summons up to three darts that hits opponents marking them in a red glowing outline giving advantage on attack rolls against whatever was hit with this dart. Red outline effect lasts 3 hours divided by how many markers are used. Time starts from summon of first marker, any time remaining when remaining markers are cast must be split from that point.

 

Level Nineteen:

  • Fury Shield (Rage Shield X2)

A skill that lures the attention of monsters within 50 feet of the user. It also forcibly exposes anyone that are concealed by magic or skills and causes the loss of concentration.  Those affected by Rage Shield gain advantage on attacks made against the caster while gaining disadvantage on any attacks made against them. Caster goes into a Rage, While raging, you have resistance to all damage, but are still able to cast spells. 

  • Falling Star Shield (Shooting Star Shield X2)

A wall of light is created. It's a defensive barrier similar to the Air Strike Shield, but it grants up to 5 party members +4 AC for 3 hours. If anyone who this was used on becomes unconscious or dies due to battle, up to three AC from Falling Star Shield can be sacrificed to bring HP up from 0. If this option is used and then that party member drops to 0 again, Falling Star Shields effect stops for that member.

 

Level twenty:

  • Portal Shield

It allows the Hero and up to five party members the ability to teleport to any location the Hero has been to before. Effect can be used to take one party member and Hero to a location that the Hero has not been to but the party member has.

  • Blessed Shield (Healing Shield X3)

On a successful defend, have attacker roll damage die. Hero Gains 3/4 of the would be damage (rounded up to the nearest whole number) as HP. Hero gains now up to 30 temp hp points. Hero can now choose to give the HP to party members instead of self. Party members who receive this Blessed Shield effect can gain up to 15 temp HP from effect.

  • Reflecting Shield X2

On a successful defend, have attacker roll damage die. Attacker takes 3/4 of the would be damage (rounded up to the nearest whole number) as direct damage (Temp HP does not apply).

 

 

 

 

 

 

 

Shield Hero Image

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