I've been working on this class for about 7 months, sadly only limited play testing but feedback over the course of it's creation i'm really happy with how far it's come. Any feedback is greatly appreciated and you are more than welcome to test it out yourself, if you do i only ask that you leave feedback on your experience. Enjoy!
Honor Guard
In lands fraught with dark monsters and cities tainted by human ilk, the heroes that combat them are many in number. However, there are heroes that are as legendary in their ability as they are few in number.
These folk are called ‘Honor Guards.’
Only the fearless take this path. Honor guards are a unique breed, as their name suggests, they will do whatever is within their power to protect those around them. However, it is for the same reason that very few people ever lay eyes on an honor guard, for a guard to be contracted to very powerful and important beings often puts a target on their back as well. They are not called honor guards simply because of who or what they guard, it is because of the seemingly undying determination and honor they display on and off the battlefield to protect those they are either sworn to, or those they choose to call friend.
An honor guard values defense above all, and does so with a shield, the most defining feature of an honor guard as it is also their greatest weapon. While the shield is typically nothing extraordinary, an honor guard can wield it with great skill, and learn to supplement their technique with magic to enhance both themselves and the shield.
Creating an Honor Guard
As you create your honor guard, keep in mind the effect your character can have in society and what made them choose the path of shielding others. Was it someone they lost or maybe an oath they took? What makes your honor guard worthy of their title?
While an honor guard can protect themselves, they are not ignorant of their need for companions on the road and will welcome them. Honor guards know their best place is beside those who could use a shield.
Quick Build:
When creating your honor guard, make Strength your highest stat followed by Intelligence. For your background, your best option would be Folk Hero or if you take the Guidance of the Betrayed, Haunted One or Criminal/spy is the background for you.
As an Honor Guard, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Honor Guard level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Honor Guard level after 1st
Proficiencies
Armor: Medium armor, shields
Weapons: Shields, daggers, thrown property
Tools: Choose one type of artisan’s tools.
Saving Throws: Strength, Intelligence
Skills: Choose two from Investigation, Perception, Survival, Athletics, History, and Performance.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a shield and 2 daggers or (b) a shield and 30 darts
(a) a Dungeoneer’s pack or (b) an Explorer’s pack
Chain Shirt
The Best Defense
At 1st level, your practice of martial arts gives you mastery of the shield as a weapon, Shield Strike allows you to wield a shield as if it were a normal weapon with great utility in a fight, some ranged weapons can also offer diversity in combat. Weapons that have the two-handed, heavy, versatile, reach, or reloading properties are not Honor Guard weapons. You gain the following benefits while you are using a shield and/or are unarmed, or wielding only honor guard weapons:
You can use strength instead of dexterity for the attack and damage rolls of your shield strikes and honor guard weapons.
You can roll a d4 in place of the normal damage of your shield strike. This die changes as you gain honor guard levels, as shown in “The Best Defense” column of the “Honor Guard” table.
Augmented Reactions
Starting at 2nd level, your study of magic, training of body, and quick mind make you capable of performing a reaction(s) that would normally be impossible through the use of Erudition. The number of Erudition points you have available is equal to your Proficiency modifier (a minimum of two). You know the augmented Semblance reaction and one other augmented reaction of your choice, which are detailed in the section below. You learn one additional augmented reaction of your choice at 6th, 10th, and 15th level. Whenever you learn a new reaction, you can also replace one that you already know with a different reaction. You regain any expended uses when you finish a long rest. Erudition is used to perform the following augmented reactions:
Semblance
For those out of reach. You can project your shield as a reaction up to 40ft away and protect another creature of your choice that is threatened by a melee attack until the start of your next turn. You can choose to use this feature after the creature makes its roll. The protected target receives the same bonus to their AC (minimum +2) from the projection as the honor guard does. While semblance is active you no longer gain the benefits of the shield, and if you go unconscious semblance fades. You must be wielding a shield.
Protection
For those by your side. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Defense Break
Against those who wilt. If an ally is attacking an enemy within your melee range, you can use your reaction to knock the enemy off balance and give your ally advantage on their attack roll.
Staggering Throw
To stay their advance. If an enemy moves 5ft within the range of a thrown weapon on your person, you can make an attack roll in an attempt to slow their progress. On a successful hit the enemy takes the weapons respective damage and loses half of their movement for the remainder of their turn.
Sacrifice
So they will live. If an ally within 5ft of you is under attack, you trade places with them, becoming the target instead. If you’re knocked unconscious or killed, the protected ally gains advantage on their next attack and adds 1d6 to the damage roll.
Defensive Throw
To defy your enemies. When a creature you can see makes a ranged attack against a target other than you, you can throw your shield up to 10ft away in order to stop the projectile. Make an attack roll to match or beat the enemies own attack, on a successful roll the enemy attack does no damage, on a failed roll, the attack hits the intended target. You must be wielding a shield.
Springboard
For those seeking ascension. Any creature of the same size or smaller steps on your braced shield and are then propelled 10ft in the desired direction. E.x. one could get 15ft in the air. You must be wielding a shield.
Honorable Presence
To show them the path. If an ally within line of sight makes a Persuasion or Intimidation (charisma) check, your aura of influence grants advantage on the roll.
Dishonorable Presence (Guidance of the Betrayed or The Bond Required)
To steer them along. If a creature within line of sight makes a Deception or Intimidation (charisma) check, your aura of influence grants advantage on the roll.
Sentinel’s Watch (7th Level Required)
If an ally you can see is hit by an attack, you can cast your presence onto them, the target gains resistance to bludgeoning, piercing, and slashing damage which is then halved and split with the honor guard for one attack.
Ability Score Improvement
When you reach 3rd level, and again at 8th, 12th, and 16th 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. The Shield Master feat cannot be chosen.
Guidance of the Shield
When you reach 4th level, you commit yourself to a Guidance of the Shield: Guidance of the Disabler, Guidance of the Sentinel, and Guidance of the Betrayed are detailed at the end of the class description. Your chosen guidance grants you features at 4th level and again at 7th, 11th, and 17th level.
Valor
Starting at 4th level, your steadfastness in the face of danger allows you to harness the will of valor. Your access to this ability is represented by a number of valor points. Your honor guard level determines the number of points you have, as shown in the “Valor Points” column of the “Honor Guard” table.
You can spend these points to perform various valor abilities. You start knowing two such features: Strike Barrage and Shield Slam. You learn more valor features as you gain levels in this class.
When you spend a valor point, it is unavailable until you finish a short or long rest, at the end of which you’re reinvigorated and replenish your expended valor. You must spend at least 1 hour of rest to regain your valor points. Getting a natural 20 on an attack roll when using the shield returns a valor point.
Some of your valor features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Valor save DC = 8 + your proficiency bonus + your Intelligence modifier
Strike Barrage
Immediately after you take the attack action on your turn, you can spend 1 valor point to make two shield strikes as a bonus action.
Shield Slam
Immediately after landing a hit with strike barrage the target must make a Strength saving throw against your save DC. If it fails you slam the target up to 15ft away.
Juggernaut
Starting at 5th level, your speed increases by 5 feet and again at level 15.
Knowledge is Power
Starting at 6th level, your experience of fighting against magic has taught you both its usefulness and danger, your strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Fortitude
Beginning at 7th level, you have reached your limits again and again, but you always rise up, you have advantage on Constitution saving throws.
Shield Strike Improvement
Starting at 9th level, your understanding of magic has improved, you can choose one elemental type and take 1 hour to imbue your shield with: lightning, fire, cold damage or an element granted by your guidance. Each attack now deals an additional 1d4 elemental damage, the damage die changes when you reach 15th and 20th level. An element can only be chosen once per honor guard level. However, if another shield is acquired you can spend at least 2 hours and imbue a different element into the new shield and the old element fades, this can only be done once every 7 days.
Additionally, shield slam now causes damage equal to your shields elemental damage.
Friendly Inquiry
At 12th level, your valor in battle and unique fighting style make you a curiosity and people are eager to talk to you. You can cast Friends.
Area of Denial
At 14th level, your shield helps you block certain area of effect attacks, such as a blue dragon’s lightning breath or a fireball spell. Whenever you make either a Dexterity, Constitution, or Strength saving throw, you and allies in a 15ft. cone behind you can add their proficiency bonus to the save, if they are already proficient the bonus is doubled.
Adaptive
Starting at 15th level, you have learned more of magic elements through combat and the magic of your shield. You are now resistant to the same elemental damage as your shield when using it. Additionally, when an enemy gets a surprise round, your quick senses let you use one reaction before initiative order.
Opportunist
Starting at 16th level, you can take a second reaction in the same round.
Shield Strike Improvement
Starting at 16th level, your imbued shield deals 2d4 elemental damage.
Indomitable
At 18th level, your spirit on the battlefield is indomitable. On an attack roll of 19-20 you now gain 2 valor points back.
Enduring Shield
Beginning at 20th level, as a bonus action you spend 3 valor points to give up to 3 allies within 100 feet of you and in eye sight resistance to all damage until the beginning of your next turn.
Additionally, you can spend 5 valor points to give all allies in a 40 foot radius of you enhanced senses, everyone affected has advantage on saving throws and any creature that attacks them or you has disadvantage on its attack rolls until the beginning of your next turn.
Guidance of the Shield:
Honor guards who choose a path of guidance learn special ways to wield their shields with brute strength, great intellect, and an odd mix of magic.
Guidance of the Disabler
The Guidance of the Disabler makes it easy to get in close and strike or remain at a distance all while remaining unpredictable to the enemy. They learn techniques to better counter, and disable their opponents. Honor guards who choose Guidance of the Disabler like a challenge and enjoy up-close and personal fighting, they do however, have a flashy side that is indeed rare to see.
When choosing this Guidance gain a permanent +1 to attack and damage rolls and proficiency in one of the following skills: Acrobatics, History, and Persuasion.
The Disabler Technique
Starting when you choose this path at 4th level, you can better manipulate your enemy with the shield. You can add your intelligence modifier on grapple checks and whenever you hit a creature with one of the attacks granted by your strike barrage, you now can perform one of the following effects using another valor point:
Precision Strike
The target must succeed on a Strength saving throw or drop a held item of the player’s choice.
Shield Pulse
Immediately after strike barrage, each creature in a 5ft radius must make a Strength saving throw or be pushed up to 10ft away.
Shield Check
Using your attack action or an attack from strike barrage you can attempt to blind your opponent, the target must make a Constitution saving throw or be blinded until the end of your next turn.
Calculated Throw
At 7th level, you gain the ability to throw your shield using an attack once per turn. Your shield can hit up to 3 creatures in a 30 foot radius of you. Each creature after the first attack is rolled at disadvantage, a valor point can be spent for each additional target to make it a straight attack roll. On any successful attack the shield will return to you or can target another creature, on failed attack rolls the shield misses and returns to you.
Retaliation
Starting at 11th level, when you take damage from a creature that is within 5ft of you, you can use your reaction to make a melee weapon attack against that creature. Valor points cannot be used during the reaction. Disablers can now imbue their shields with Psychic damage.
Additionally, your speed increases by +5 feet (+10ft).
Unyielding Vengeance
At 17th level, when hit by an attack you take full damage (unless resistant), but you gain the ability to store up to 100 damage taken from enemy attacks into your shield, using your reaction the damage can then be reflected back at a single target. Multi-attacks from one or more opponents can be stored until the enemies turn is over. Targets takes half of the stored damage plus 6d10 force damage in return. If the target is killed gain up to half your maximum valor points back. This reaction can only be used 2 times, a long rest is needed to restore it.
Guidance of the Sentinel
The Guidance of the Sentinel is the path many honor guards take. Focused on protecting one’s allies and inspiring them in battle, the path of a Sentinel is the epitome of what an honor guard strives for. Sentinels have been mistaken for clerics with their seemingly divine magic, but have trained and learned through study and repetition to embrace the use of select magic to further extend the influence of their shield on the battlefield through Valor.
When choosing this Guidance shields gain an additional +1 to AC (+3) and you gain proficiency in heavy armor and one of the following skills: Arcana, Persuasion, and Medicine.
Sentinel Stance
Starting when you choose this path at 4th level, your ability to cast spells is fueled by valor represented in the “Valor Points” column of the “Table of the Sentinel”. Due to your limited knowledge of magic, enhancing the power of any spell takes great effort. Spells at higher levels: When you cast a spell at a higher level of 1 or more the cost increases by 1 point for each slot level.
Protector
Starting at 7th level, you gain
Shield of Control
Starting at 11th level, the Sentinel can begin to control the battlefield even further. Gain a +2 to Concentration saving throws to maintain spells.
Additionally, Sentinels can now imbue their shields with Radiant damage.
Stalwart Divide
Starting at 17th level, the connection to your allies has given you new vigor, you can demonstrate to any who threaten them the vast divide that stands between them and the allies at your side. The sentinel can have up to two concentration spells up at a time, one from either Guidance of the Sentinel features. However, if one of the two concentration spells being used is from Stalwart Divide, its concentration saving throw is always rolled with disadvantage. Additionally, no spell can be cast while concentration is already being kept for two spells, unless a spell requiring concentration is being replaced by another, or both concentration spells are dropped in order to cast the new spell. You can cast the following spells:
Honor Guard Levels
Maximum Valor Points for a Spell
5th - 8th
3
9th - 12th
4
13th - 16th
5
17th - 20th
6
Sentinel Spells
If a spell listed has a level requirement next to it, you must be that level in this class in order to learn it. The spells are listed in alphabetical order below, you know bless and two others of your choice. You learn two additional spells of your choice at 7th, 11th, and 17th level. Whenever you learn a new spell, you can also replace one that you already know with a different spell.
Aid (7th Level Required)
You can cast aid using 2 valor points.
Aura of Vitality (17th Level Required)
You can cast aura of vitality using 5 valor points. As a sentinel Aura of Vitality heals 2d6 + your proficiency bonus.
Bane
You can cast bane using 2 valor points.
Banishing Smite (17th Level Required)
You can cast banishing smite as a bonus action using 5 valor points.
Bless
You can cast bless using 2 valor points.
Calm Emotions
You can cast calm emotions using 2 valor points.
Counter-spell (7th Level Required)
You can cast counter-spell as a bonus action using 3 valor points.
Daylight (11th Level Required)
You can cast daylight using 3 valor points.
Gift of Alacrity
You can cast gift of alacrity using 2 valor points.
Haste (7th Level Required)
You can cast haste using 3 valor points.
Holy Aura (17th Level Required)
You can cast holy aura using 6 valor points and components.
Light
You can cast light using 1 valor point.
Message
You can cast message using 1 valor point.
Protection from Poison (7th Level Required)
You can cast protection from poison using 3 valor points.
Slow (11th Level Required)
You can cast slow using 4 valor points.
Teleport (17th Level Required)
You can cast teleport using 6 valor points.
Wall of Force (11th Level Required)
You can cast wall of force using 5 valor points.
Zone of Truth (11th Level Required)
You can cast zone of truth using 4 valor points.
Guidance of the Betrayed
An honor guard strives to shield others and uphold their selfless ideals, but every once in a while, one of these noble warriors will stray from the path. Be it corruption by the society they served, the death of a client because they failed, or the betrayal of their own ideals, something sent them down a dark road and it is up to them to redeem themselves. If an honor guard deliberately throws away who they are to follow the Guidance of the Betrayed, then they have become a contradiction of who they were, stripping themselves of their title and the ideals they clung to, leaving behind a warrior known as a Betrayed.
When you choose this Guidance gain proficiency with the poisoners kit and one of the following skills: Stealth, Acrobatics, and Insight. Additionally, the proficiency bonus can be doubled and added to any Dexterity check or saving throw you are proficient in.
Deceiver
Starting when you choose this path at 4th level, you have forgone your honor and learned to manipulate others, choosing to use deception, tricks, and magic to get the upper hand in whatever way possible. You can cast minor illusion and gain advantage on deception checks, as an action you can spend 2 points of valor to cast Blink on yourself.
Corruption
Starting at 7th level, you can use Uncanny Deflect, as a reaction when an attacker that you can see hits you with a melee attack, you halve the attacks damage against you, and the remaining damage must be deflected to any creature of your choice within 5ft of your attacker.
Silver Tongue
Starting at 11th level, you can spend 4 points of valor to cast Mass Suggestion at 6th level. Betrayed can now imbue their shield with poison damage. A vial of poison is used as a component to imbue the shield with poison. Due to its magically altered state, the poison will not fade if another shield is imbued with a different element. On any critical hit with a poisoned shield, the target must make a Constitution saving throw or become poisoned.
Additionally, your speed increases by +5 feet (+10ft).
Wraith
Starting at 17th level, as a bonus action you can cast Wraith and become invisible until the end of your turn, the spell ends if you make an attack or cast another spell. While invisible your movement speed increases +10ft, you are resistant to slashing, bludgeoning, and piercing damage, and your first strike deals 5d6 sneak attack damage and uses an attack action. A short rest is needed between uses.
Additionally, you get a +2 to attack rolls when an ally is within 5ft of your target.
Table of the Honor Guard
Level
Proficiency
Bonus
Best
Defense
Valor
Points
Juggernaut
Features
1
+2
1d4
-
-
The Best Defense
2
+2
1d4
-
-
Erudition
3
+2
1d4
-
-
Ability Score Improvement
4
+2
1d4
-
-
Guidance of the Shield, Valor
5
+3
1d4
5
+5 ft.
Juggernaut
6
+3
1d4
6
+5 ft.
Knowledge is Power
7
+3
1d6
7
+5 ft.
Fortitude, Guidance of the Shield Feature
8
+3
1d6
8
+5 ft.
Ability Score Improvement
9
+4
1d6
9
+5 ft.
Shield Strike Improvement
10
+4
1d6
10
+5 ft.
11
+4
1d6
11
+5 ft.
Guidance of the Shield Feature
12
+4
1d6
12
+5 ft.
Friendly Inquiry
13
+5
1d8
13
+5 ft.
Ability Score Improvement
14
+5
1d8
14
+5 ft.
Area of Denial
15
+5
1d8
15
+10 ft.
Adaptive
16
+5
1d8
16
+10 ft.
Shield Strike Improvement, Opportunist
17
+6
1d8
17
+10 ft.
Guidance of the Shield Feature
18
+6
1d8
18
+10 ft.
Indomitable
19
+6
1d8
19
+10 ft.
Ability Score Improvement
20
+6
1d8
20
+10 ft.
Enduring Shield
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I've been working on this class for about 7 months, sadly only limited play testing but feedback over the course of it's creation i'm really happy with how far it's come. Any feedback is greatly appreciated and you are more than welcome to test it out yourself, if you do i only ask that you leave feedback on your experience. Enjoy!
Honor Guard
In lands fraught with dark monsters and cities tainted by human ilk, the heroes that combat them are many in number. However, there are heroes that are as legendary in their ability as they are few in number.
These folk are called ‘Honor Guards.’
Only the fearless take this path. Honor guards are a unique breed, as their name suggests, they will do whatever is within their power to protect those around them. However, it is for the same reason that very few people ever lay eyes on an honor guard, for a guard to be contracted to very powerful and important beings often puts a target on their back as well. They are not called honor guards simply because of who or what they guard, it is because of the seemingly undying determination and honor they display on and off the battlefield to protect those they are either sworn to, or those they choose to call friend.
An honor guard values defense above all, and does so with a shield, the most defining feature of an honor guard as it is also their greatest weapon. While the shield is typically nothing extraordinary, an honor guard can wield it with great skill, and learn to supplement their technique with magic to enhance both themselves and the shield.
Creating an Honor Guard
As you create your honor guard, keep in mind the effect your character can have in society and what made them choose the path of shielding others. Was it someone they lost or maybe an oath they took? What makes your honor guard worthy of their title?
While an honor guard can protect themselves, they are not ignorant of their need for companions on the road and will welcome them. Honor guards know their best place is beside those who could use a shield.
Quick Build:
When creating your honor guard, make Strength your highest stat followed by Intelligence. For your background, your best option would be Folk Hero or if you take the Guidance of the Betrayed, Haunted One or Criminal/spy is the background for you.
As an Honor Guard, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Honor Guard level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Honor Guard level after 1st
Proficiencies
Armor: Medium armor, shields
Weapons: Shields, daggers, thrown property
Tools: Choose one type of artisan’s tools.
Saving Throws: Strength, Intelligence
Skills: Choose two from Investigation, Perception, Survival, Athletics, History, and Performance.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
The Best Defense
At 1st level, your practice of martial arts gives you mastery of the shield as a weapon, Shield Strike allows you to wield a shield as if it were a normal weapon with great utility in a fight, some ranged weapons can also offer diversity in combat. Weapons that have the two-handed, heavy, versatile, reach, or reloading properties are not Honor Guard weapons. You gain the following benefits while you are using a shield and/or are unarmed, or wielding only honor guard weapons:
Augmented Reactions
Starting at 2nd level, your study of magic, training of body, and quick mind make you capable of performing a reaction(s) that would normally be impossible through the use of Erudition. The number of Erudition points you have available is equal to your Proficiency modifier (a minimum of two). You know the augmented Semblance reaction and one other augmented reaction of your choice, which are detailed in the section below. You learn one additional augmented reaction of your choice at 6th, 10th, and 15th level. Whenever you learn a new reaction, you can also replace one that you already know with a different reaction. You regain any expended uses when you finish a long rest. Erudition is used to perform the following augmented reactions:
Semblance
For those out of reach. You can project your shield as a reaction up to 40ft away and protect another creature of your choice that is threatened by a melee attack until the start of your next turn. You can choose to use this feature after the creature makes its roll. The protected target receives the same bonus to their AC (minimum +2) from the projection as the honor guard does. While semblance is active you no longer gain the benefits of the shield, and if you go unconscious semblance fades. You must be wielding a shield.
Protection
For those by your side. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Defense Break
Against those who wilt. If an ally is attacking an enemy within your melee range, you can use your reaction to knock the enemy off balance and give your ally advantage on their attack roll.
Staggering Throw
To stay their advance. If an enemy moves 5ft within the range of a thrown weapon on your person, you can make an attack roll in an attempt to slow their progress. On a successful hit the enemy takes the weapons respective damage and loses half of their movement for the remainder of their turn.
Sacrifice
So they will live. If an ally within 5ft of you is under attack, you trade places with them, becoming the target instead. If you’re knocked unconscious or killed, the protected ally gains advantage on their next attack and adds 1d6 to the damage roll.
Defensive Throw
To defy your enemies. When a creature you can see makes a ranged attack against a target other than you, you can throw your shield up to 10ft away in order to stop the projectile. Make an attack roll to match or beat the enemies own attack, on a successful roll the enemy attack does no damage, on a failed roll, the attack hits the intended target. You must be wielding a shield.
Springboard
For those seeking ascension. Any creature of the same size or smaller steps on your braced shield and are then propelled 10ft in the desired direction. E.x. one could get 15ft in the air. You must be wielding a shield.
Honorable Presence
To show them the path. If an ally within line of sight makes a Persuasion or Intimidation (charisma) check, your aura of influence grants advantage on the roll.
Dishonorable Presence (Guidance of the Betrayed or The Bond Required)
To steer them along. If a creature within line of sight makes a Deception or Intimidation (charisma) check, your aura of influence grants advantage on the roll.
Sentinel’s Watch (7th Level Required)
If an ally you can see is hit by an attack, you can cast your presence onto them, the target gains resistance to bludgeoning, piercing, and slashing damage which is then halved and split with the honor guard for one attack.
Ability Score Improvement
When you reach 3rd level, and again at 8th, 12th, and 16th 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. The Shield Master feat cannot be chosen.
Guidance of the Shield
When you reach 4th level, you commit yourself to a Guidance of the Shield: Guidance of the Disabler, Guidance of the Sentinel, and Guidance of the Betrayed are detailed at the end of the class description. Your chosen guidance grants you features at 4th level and again at 7th, 11th, and 17th level.
Valor
Starting at 4th level, your steadfastness in the face of danger allows you to harness the will of valor. Your access to this ability is represented by a number of valor points. Your honor guard level determines the number of points you have, as shown in the “Valor Points” column of the “Honor Guard” table.
You can spend these points to perform various valor abilities. You start knowing two such features: Strike Barrage and Shield Slam. You learn more valor features as you gain levels in this class.
When you spend a valor point, it is unavailable until you finish a short or long rest, at the end of which you’re reinvigorated and replenish your expended valor. You must spend at least 1 hour of rest to regain your valor points. Getting a natural 20 on an attack roll when using the shield returns a valor point.
Some of your valor features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Valor save DC = 8 + your proficiency bonus + your Intelligence modifier
Strike Barrage
Immediately after you take the attack action on your turn, you can spend 1 valor point to make two shield strikes as a bonus action.
Shield Slam
Immediately after landing a hit with strike barrage the target must make a Strength saving throw against your save DC. If it fails you slam the target up to 15ft away.
Juggernaut
Starting at 5th level, your speed increases by 5 feet and again at level 15.
Knowledge is Power
Starting at 6th level, your experience of fighting against magic has taught you both its usefulness and danger, your strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
Fortitude
Beginning at 7th level, you have reached your limits again and again, but you always rise up, you have advantage on Constitution saving throws.
Shield Strike Improvement
Starting at 9th level, your understanding of magic has improved, you can choose one elemental type and take 1 hour to imbue your shield with: lightning, fire, cold damage or an element granted by your guidance. Each attack now deals an additional 1d4 elemental damage, the damage die changes when you reach 15th and 20th level. An element can only be chosen once per honor guard level. However, if another shield is acquired you can spend at least 2 hours and imbue a different element into the new shield and the old element fades, this can only be done once every 7 days.
Additionally, shield slam now causes damage equal to your shields elemental damage.
Friendly Inquiry
At 12th level, your valor in battle and unique fighting style make you a curiosity and people are eager to talk to you. You can cast Friends.
Area of Denial
At 14th level, your shield helps you block certain area of effect attacks, such as a blue dragon’s lightning breath or a fireball spell. Whenever you make either a Dexterity, Constitution, or Strength saving throw, you and allies in a 15ft. cone behind you can add their proficiency bonus to the save, if they are already proficient the bonus is doubled.
Adaptive
Starting at 15th level, you have learned more of magic elements through combat and the magic of your shield. You are now resistant to the same elemental damage as your shield when using it. Additionally, when an enemy gets a surprise round, your quick senses let you use one reaction before initiative order.
Opportunist
Starting at 16th level, you can take a second reaction in the same round.
Shield Strike Improvement
Starting at 16th level, your imbued shield deals 2d4 elemental damage.
Indomitable
At 18th level, your spirit on the battlefield is indomitable. On an attack roll of 19-20 you now gain 2 valor points back.
Enduring Shield
Beginning at 20th level, as a bonus action you spend 3 valor points to give up to 3 allies within 100 feet of you and in eye sight resistance to all damage until the beginning of your next turn.
Additionally, you can spend 5 valor points to give all allies in a 40 foot radius of you enhanced senses, everyone affected has advantage on saving throws and any creature that attacks them or you has disadvantage on its attack rolls until the beginning of your next turn.
Guidance of the Shield:
Honor guards who choose a path of guidance learn special ways to wield their shields with brute strength, great intellect, and an odd mix of magic.
Guidance of the Disabler
The Guidance of the Disabler makes it easy to get in close and strike or remain at a distance all while remaining unpredictable to the enemy. They learn techniques to better counter, and disable their opponents. Honor guards who choose Guidance of the Disabler like a challenge and enjoy up-close and personal fighting, they do however, have a flashy side that is indeed rare to see.
When choosing this Guidance gain a permanent +1 to attack and damage rolls and proficiency in one of the following skills: Acrobatics, History, and Persuasion.
The Disabler Technique
Starting when you choose this path at 4th level, you can better manipulate your enemy with the shield. You can add your intelligence modifier on grapple checks and whenever you hit a creature with one of the attacks granted by your strike barrage, you now can perform one of the following effects using another valor point:
Precision Strike
The target must succeed on a Strength saving throw or drop a held item of the player’s choice.
Shield Pulse
Immediately after strike barrage, each creature in a 5ft radius must make a Strength saving throw or be pushed up to 10ft away.
Shield Check
Using your attack action or an attack from strike barrage you can attempt to blind your opponent, the target must make a Constitution saving throw or be blinded until the end of your next turn.
Calculated Throw
At 7th level, you gain the ability to throw your shield using an attack once per turn. Your shield can hit up to 3 creatures in a 30 foot radius of you. Each creature after the first attack is rolled at disadvantage, a valor point can be spent for each additional target to make it a straight attack roll. On any successful attack the shield will return to you or can target another creature, on failed attack rolls the shield misses and returns to you.
Retaliation
Starting at 11th level, when you take damage from a creature that is within 5ft of you, you can use your reaction to make a melee weapon attack against that creature. Valor points cannot be used during the reaction. Disablers can now imbue their shields with Psychic damage.
Additionally, your speed increases by +5 feet (+10ft).
Unyielding Vengeance
At 17th level, when hit by an attack you take full damage (unless resistant), but you gain the ability to store up to 100 damage taken from enemy attacks into your shield, using your reaction the damage can then be reflected back at a single target. Multi-attacks from one or more opponents can be stored until the enemies turn is over. Targets takes half of the stored damage plus 6d10 force damage in return. If the target is killed gain up to half your maximum valor points back. This reaction can only be used 2 times, a long rest is needed to restore it.
Guidance of the Sentinel
The Guidance of the Sentinel is the path many honor guards take. Focused on protecting one’s allies and inspiring them in battle, the path of a Sentinel is the epitome of what an honor guard strives for. Sentinels have been mistaken for clerics with their seemingly divine magic, but have trained and learned through study and repetition to embrace the use of select magic to further extend the influence of their shield on the battlefield through Valor.
When choosing this Guidance shields gain an additional +1 to AC (+3) and you gain proficiency in heavy armor and one of the following skills: Arcana, Persuasion, and Medicine.
Sentinel Stance
Starting when you choose this path at 4th level, your ability to cast spells is fueled by valor represented in the “Valor Points” column of the “Table of the Sentinel”. Due to your limited knowledge of magic, enhancing the power of any spell takes great effort. Spells at higher levels: When you cast a spell at a higher level of 1 or more the cost increases by 1 point for each slot level.
Protector
Starting at 7th level, you gain
Shield of Control
Starting at 11th level, the Sentinel can begin to control the battlefield even further. Gain a +2 to Concentration saving throws to maintain spells.
Additionally, Sentinels can now imbue their shields with Radiant damage.
Stalwart Divide
Starting at 17th level, the connection to your allies has given you new vigor, you can demonstrate to any who threaten them the vast divide that stands between them and the allies at your side. The sentinel can have up to two concentration spells up at a time, one from either Guidance of the Sentinel features. However, if one of the two concentration spells being used is from Stalwart Divide, its concentration saving throw is always rolled with disadvantage. Additionally, no spell can be cast while concentration is already being kept for two spells, unless a spell requiring concentration is being replaced by another, or both concentration spells are dropped in order to cast the new spell. You can cast the following spells:
Honor Guard Levels
Maximum Valor Points for a Spell
5th - 8th
3
9th - 12th
4
13th - 16th
5
17th - 20th
6
Sentinel Spells
If a spell listed has a level requirement next to it, you must be that level in this class in order to learn it. The spells are listed in alphabetical order below, you know bless and two others of your choice. You learn two additional spells of your choice at 7th, 11th, and 17th level. Whenever you learn a new spell, you can also replace one that you already know with a different spell.
Aid (7th Level Required)
You can cast aid using 2 valor points.
Aura of Vitality (17th Level Required)
You can cast aura of vitality using 5 valor points. As a sentinel Aura of Vitality heals 2d6 + your proficiency bonus.
Bane
You can cast bane using 2 valor points.
Banishing Smite (17th Level Required)
You can cast banishing smite as a bonus action using 5 valor points.
Bless
You can cast bless using 2 valor points.
Calm Emotions
You can cast calm emotions using 2 valor points.
Counter-spell (7th Level Required)
You can cast counter-spell as a bonus action using 3 valor points.
Daylight (11th Level Required)
You can cast daylight using 3 valor points.
Gift of Alacrity
You can cast gift of alacrity using 2 valor points.
Haste (7th Level Required)
You can cast haste using 3 valor points.
Holy Aura (17th Level Required)
You can cast holy aura using 6 valor points and components.
Light
You can cast light using 1 valor point.
Message
You can cast message using 1 valor point.
Protection from Poison (7th Level Required)
You can cast protection from poison using 3 valor points.
Slow (11th Level Required)
You can cast slow using 4 valor points.
Teleport (17th Level Required)
You can cast teleport using 6 valor points.
Wall of Force (11th Level Required)
You can cast wall of force using 5 valor points.
Zone of Truth (11th Level Required)
You can cast zone of truth using 4 valor points.
Guidance of the Betrayed
An honor guard strives to shield others and uphold their selfless ideals, but every once in a while, one of these noble warriors will stray from the path. Be it corruption by the society they served, the death of a client because they failed, or the betrayal of their own ideals, something sent them down a dark road and it is up to them to redeem themselves. If an honor guard deliberately throws away who they are to follow the Guidance of the Betrayed, then they have become a contradiction of who they were, stripping themselves of their title and the ideals they clung to, leaving behind a warrior known as a Betrayed.
When you choose this Guidance gain proficiency with the poisoners kit and one of the following skills: Stealth, Acrobatics, and Insight. Additionally, the proficiency bonus can be doubled and added to any Dexterity check or saving throw you are proficient in.
Deceiver
Starting when you choose this path at 4th level, you have forgone your honor and learned to manipulate others, choosing to use deception, tricks, and magic to get the upper hand in whatever way possible. You can cast minor illusion and gain advantage on deception checks, as an action you can spend 2 points of valor to cast Blink on yourself.
Corruption
Starting at 7th level, you can use Uncanny Deflect, as a reaction when an attacker that you can see hits you with a melee attack, you halve the attacks damage against you, and the remaining damage must be deflected to any creature of your choice within 5ft of your attacker.
Silver Tongue
Starting at 11th level, you can spend 4 points of valor to cast Mass Suggestion at 6th level. Betrayed can now imbue their shield with poison damage. A vial of poison is used as a component to imbue the shield with poison. Due to its magically altered state, the poison will not fade if another shield is imbued with a different element. On any critical hit with a poisoned shield, the target must make a Constitution saving throw or become poisoned.
Additionally, your speed increases by +5 feet (+10ft).
Wraith
Starting at 17th level, as a bonus action you can cast Wraith and become invisible until the end of your turn, the spell ends if you make an attack or cast another spell. While invisible your movement speed increases +10ft, you are resistant to slashing, bludgeoning, and piercing damage, and your first strike deals 5d6 sneak attack damage and uses an attack action. A short rest is needed between uses.
Additionally, you get a +2 to attack rolls when an ally is within 5ft of your target.
Table of the Honor Guard
Level
Proficiency
Bonus
Best
Defense
Valor
Points
Juggernaut
Features
1
+2
1d4
-
-
The Best Defense
2
+2
1d4
-
-
Erudition
3
+2
1d4
-
-
Ability Score Improvement
4
+2
1d4
-
-
Guidance of the Shield, Valor
5
+3
1d4
5
+5 ft.
Juggernaut
6
+3
1d4
6
+5 ft.
Knowledge is Power
7
+3
1d6
7
+5 ft.
Fortitude, Guidance of the Shield Feature
8
+3
1d6
8
+5 ft.
Ability Score Improvement
9
+4
1d6
9
+5 ft.
Shield Strike Improvement
10
+4
1d6
10
+5 ft.
11
+4
1d6
11
+5 ft.
Guidance of the Shield Feature
12
+4
1d6
12
+5 ft.
Friendly Inquiry
13
+5
1d8
13
+5 ft.
Ability Score Improvement
14
+5
1d8
14
+5 ft.
Area of Denial
15
+5
1d8
15
+10 ft.
Adaptive
16
+5
1d8
16
+10 ft.
Shield Strike Improvement, Opportunist
17
+6
1d8
17
+10 ft.
Guidance of the Shield Feature
18
+6
1d8
18
+10 ft.
Indomitable
19
+6
1d8
19
+10 ft.
Ability Score Improvement
20
+6
1d8
20
+10 ft.
Enduring Shield