Base Class: Fighter
A much more tactical, defense-focused playstyle, limits your damage output but helps survivability.
Note: all levels mentioned refer to your level in the fighter class, not total level.
The Shield
When you choose this martial archetype, you loose the ability to wield martial and simple weapons, your improvised weapons (shield included) become a D6 damage + strength modifier, (D8 at 8th, D10 at 14th and D12 at 18th level in this class). Attempting to hold a weapon deals on thunder damage equal to your level to you that can't be reduced in any way and you are disarmed of that weapon. You also get -3 to damage with any magical spell that deals damage on cast (i.e. Fireball or Ray of Frost). You gain a shield that gives you +3 AC instead of the usual +2 AC for wielding a sheild (increasing by another +1 at 7th, 10th, and 15th level in this class). Your constitution max gets raised by +2, and you instantly gain +1 con. You can never loose or be disarmed of this shield by any means.
You can also absorb the effects of one magical shield you obtain, doing this destroys the magic item and you gain any effect if provides, however doing so will destroy the shield, and cannot be recovered in any way. If you wish to absorb the effects of a magical shield when you already have the effect of one present, you must remove all effects from the current shield and then replace them with the new shields effects, the old shield remains destroyed in the same way it was when it was absorbed. Effects do not include an AC buff such as that from a +2 shield.
Shield Forms
When you unlock this feature at 7th level, you gain the ability to turn your shield into multiple forms, granting different passive bonuses when you take a form and active bonuses when you have your shield be a specific type. You can choose 2 forms at 7th level from the basic list. You can choose another 2 options at 10th, 15th and 18th level, and unlock the advanced list at 15th. Changing the shield's form is a bonus action. Any saving throws are 8+proficiency+constitution modifier
Basic List
Leaf shield - grants proficiency on nature checks based on flora, such as trees and flowers when this shield form is active. Grants resistance to poison damage passively
Spiked Shield - grants a shield attack on a reaction when a creature doesn't hit you with a melee attack on that creature when you have this shield form active, and is within 5ft. Grants resistance to bludgeoning damage passively
Alchemical Enhancing shield - grants a +2 bonus to healing through potions that you give to creatures and counts as the alchemist's supplies for crafting purposes when you have this shield form active. Grants proficiency in Alchemist's supplies or a passive +2 if you're already proficient passively
Bulwark Shield - grants advantage to yourself and allies on dexterity saving throws when they are within 10ft when this shield form is active. Grants you proficiency in dexterity saving throws when you take this shield form as an option.
Rope Shield - Allows you as a bonus action to send out the rope to restrain an enemy within 30ft, on an athletics or acrobatics roll to beat the DC, this restrains a medium or smaller creature for 1 turn, and pulls the creature 15ft towards you this action can occur once per short rest when you have this shield form active. This shield also changes the climbing speed modifier to only a 1.5 feet per foot movement instead of the usual 2 foot as a passive alteration.
Emblazoned Shield - Allows you to make a ranged attack with your shield (30/120) when this form is active. Passively gives you the ability to cast light as an action on your shield
Dreadnaught Shield - Gives you and allies within 5ft that are behind or beside you 1/2 cover from creatures you can see (behind is determined by the creature's position and dm discretion) while this shield form is active. Passively gives you resistance to non-magical ranged attacks.
Terror Shield - Enemies need to pass a wisdom save against your DC (always have advantage) each time they make a weapon attack, otherwise the visage of the shield shifting startles them too much - aberrations are unaffected by this. This passively gives you proficiency in intimidation, or if you already have it then you gain +2 to all intimidation rolls.
Advanced List
Maw Shield - When a melee attack made against you fails, you can use your reaction to have your shield bite the weapon. This gives an athletics or acrobatics test again your DC, when the opponent wins a contest no affect occurs. If the weapon is a part of the creatures body it does your shield damage in fire, necrotic or force. If the weapon is not a part of the creature, then it is disarmed of this weapon. The weapon is taken into another dimension until the Maw shield disarms another weapon, or the shield is changed into another form. When the weapon returns it drops in a square of the player's choosing within 5ft of them.
Air Shield - allows you to create a translucent shield that's 5ftx5ft and takes up the space in between two squares (the two squares must be within 35ft) as a bonus action or reaction, the shield has an AC equal to your DC in this class and has hit points equal to your level X constitution modifier (minimum of 1) this effect requires concentration and can be used a number of times equal to your constitution modifier + Fighter level per long rest, usable when you have this shield form active. When you take this shield form option,
Cage Shield - allows you to attempt to cage your enemies, enemies must pass a strength saving throw against your DC or become trapped in a large sphere, this effect requires concentration to hold and can last up to 2 minutes. The caged creature can attempt to use an action to escape (Strength saving throw again), and while it is caged it cannot be attacked, it's space cannot be moved into and it's movement speed is 0 and cannot be increased in any way. This passively gives you +2 on rolls to check if you can restrain or grapple a creature.
Bear Shield - While you have this shield form active, you reduce the damage you take by your fighter level divided by 3, rounded down. When you select this shield option, you gain resistance to any 3 damage types of your choosing. (You can pick this shield form - and only this form - multiple times, if you do damage reduction doesn't increase but you instead gain resistance to any 4 damage types of your choosing)
Unbound Anger
At 10th level when you unlock this, you gain uses of Unbound Anger equal to your constitution modifier (minimum of 1)
Unbound anger allows you to enter into a state of anger when you or one of your allies within 10ft is hit and takes damage. Entering this state requires a reaction upon the damage being taken. When in this state you get a -3 penalty to your AC, however it increases the damage you deal on each melee hit by +5, and a +1 to hit the creature that dealt the damage you reacted to. This effect lasts for 2 rounds starting in your turn, until you or the creature fall unconscious or if you cancel it in your turn as a bonus action.
When you reach 18th level you no longer receive the -3 to AC but still get the positive benefits.
Toughness
At 15th level when you unlock this feature you gain additional Hit Points equal to your level divided by 3, then plus constitution modifier.
Recovery
At 18th level when you get this, you heal Hit Points up to your maximum equal to your fighter level at the end of each of your turns, this effect stops when you fall unconscious.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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2/25/2019 9:10:16 PM
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152
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19
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1.3 Alpha
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Coming Soon
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this shield that shield lotsa shield
I see someones an anime fan, The rising of shield hero! I had the idea to make this build too so I came looking to see if someone beat me to it.
Sad champ
it's been 2 years, doubt we'll see one
I'm having from what I can see to be the common issue of not being able to pick my shields, when will this be fixed?
I'm having the same problems is this going to be fixed
hiiiiii
I feel like the shield forms should be an action, that way you are forced to actually spend the majority of a turn if you want to change the shield forms to match the necessary condition needed for the current combat. It would encourage a more predictive playstyle. Also I feel like recovery is too strong, even for level 18. It effectively means you will always be at full health for the next encounter, regardless of how low you got in the last one or how many encounters you have gone through recently. Personally I would make it an ability that lasts for a minute that you can use once per short rest or something, but make it a bonus action, as well as work through unconsciousness to compensate a bit
You said some grammer fixes, but than you used thb instead of the
I really dont care, just wanted to point that out.
Looks good, could use some grammar fixes but that's no bigggy.
I like the idea of some these features merging with tbe new armourer artificer
I can't pick any shield forms. Is this a bug? I would love to use this so can someone please help me?
Hello Darrakai. As a fan of the Shield Hero anime and Manga, I have to say I was elated to find this while browsing the homebrew subclasses section, and my friends and I can't wait to try and use it in our next campaign. I appreciate the time and effort that you dedicated to bring this into the community for use to have fun with.
I did notice a couple of things that do seem a bit strange about it though. Forgive my arrogance, but I did copy paste it onto a google doc and worked on editing it with a couple of friends to see if maybe we could nail some things down to make this already amazing subclass even better, and give you, the original creator, the results of our findings. Of course, it is your content, so you're free to do whatever you wish with it, so feel free to take these suggestions with a heavy pinch of salt and ban us from this comment section if you don't like them.
The first thing we noticed was that, although incredible detailed, everything seemed a little too wordy. Maybe try and find a way to shorten things up so that the information is easier to grasp.
2nd thing we noticed is that the damage you can do with improvised shield attacks scales up as you level. Although I personally wouldn't have a problem with it, it goes against part of the description you gave for the subclass. Specifically, the part that says "limits your damage output". A d6 bludgeoning is still decent damage for what amounts to improvised weaponry, even if it doesn't scale up late game. But we're here for the more defense-orientated class with absurd levels of survivability that the Shield Hero is known for, not the damage output, so that should be an issue.
Moving on to the shield forms, I love the amount of variety you put into the choices for all the passive benefits and the ones you can get when you activate the various forms, but some of them seemed a little out of whack. This section of suggestions is going to be a bit lengthier, so grab snacks and good music to make it bearable.
1. in the written format, it seems to work better to list the passive first, and the activated benefit second. It just seems to flow a bit better and tends to fit with how everything else is written in the original source books. The other thing we thought made sense was giving the shields that give you proficiency in a skill give you expertise instead of a =+2 bonus. 3rd thing we noticed is that a lot of the activated options don't have a necessarily defined limiter on how many times you can use them before they need a recharge. I'll list the changes we thought would help to make some of the shields more viable options.
moving on to the shields themselves the first revision goes to the spiked shield option. The changes we made altered the shield so that creatures that hit you with a melee weapon attack take 1d4 piercing damage, punishing the foes for hitting you up close. for the activated feature. You altered it so you can make a ranged weapon attack that deals 1d6 piercing damage.
Alchemist Shield. We altered this one so that when activated it doubles the duration of any potions you drink. You still gain the +2 bonus to healing potions you drink, but that benefit only extend to you.
Bulwark Shield. We thought that maybe this one could use a different name and opted for "Nimble Shield" instead. We adjusted it so that you have advantage on dexterity saving throws on effects like you can see like the Barbarian's Danger Sense feature.
Rope Shield. For this one, we made it so that climbing in general doesn't cost you any additional movement. A bit of a stretch, I know, but it seemed to make sense and was a more easy to grasp number than decreasing the amount of feet necessary to climb from 2 feet to 1.5 feet.
Emblazoned Shield. For this one we changed the activated feature so that you can you can attempt to blind a foe within 30 feet of you. They have to make a Con save against your DC or they're blinded for the next minute.
Dreadnaught Shield. Only change here was renaming it Bulwark Shield. Well done.
Terror Shield. We removed the "always have advantage part" since it seemed a little excessive, as well as the "Doesn't work on Abberations". Granted, I can see where it might make sense, but it felt like this is something that should have a shot at everything unless it is immune to frightened status effect.
Moving on to the Advanced Forms now.
Maw Shield. First, I like the flavor of this one a lot. My personal favorite of the bunch, actually ^^. We altered this one so that the passive benefit is like the Battlemaster's disarming strike, but it still only works if they miss you with their melee weapon attack first. We also changed it so that you can only banish the weapon when this shield form is activated since ebing able to completely remove an opponent's weapon from the fight for 1 minute can be pretty powerful.
Air Shield. This one we redesigned so you can use your reaction to cast the shield spell on an ally within 30 feet of you. It seemed to be the easiest route to take while still giving the benefit of places shields around others.
Cage Shield. This one got altered so that you can cast Otiluke's Resilient Sphere without providing material components.
And the final form, the Bear Shield. Passive benefit gives you resistance to non-magical Bludgeoning, Piercing, and Slashing damage. When activated, it gives you resistance to all damage types but Psychic like the Bear Totem for the Totem Warrior Barbarian.
Finally! That part is over! Thanks for bearing with me for so long on that one.
Moving over to Unchained Anger. Although it does fit based on the Shield Hero anime and manga, it seems very out of place here in D&D format. Instead, we opted for something dubbed "Vengeful Shield" that allows you to cast the spell Thunderwave without material components a number of times equal to your Con modifier (minimum of 1)
Toughness seemed really awesome to us at first until we realized how unbalanced it was in practice. Instead, we opted to change it so you get an additional +5 hit points when you roll to determine your new hit point max instead of having to do so many extra bits of math to get the numbers you need. If you play all the way to level 20, that an additional guaranteed 20 hit points all by itself, still a decent boost, but still makes taking the tough feat a little superior and worth it.
Finally, we come to the capstone ability, Recovery. I can say, I'm a fan of how many hit points you can get back every turn, but there needs to be some kind of limiter on it because of how much you're gaining from it. My suggestion for this one would be to either reduce the amount you recover down to 5 so it matches the Champion archetype, or maybe make it so it costs you a Bonus Action to do this like the Undying Patron for the Warlock.
Right, I've done my spiel and hopefully our suggestions will be well received and possibly acted upon if it pleases you to do so. If not, a thousand apologies for meddling where we didn't need to and taking up your valuable time.
Sincerely, Bubba958
I am having the same issue
This looks great, And my friend wants to use it in my campaign, but you cant pick your shield forms in the manage levels section.
Love the subclass, however the Cage Shield isn't super clear on what action is needed to be taken in order to use the ability. And also, the Air Shield seems to be missing text right at the end? Amazing work man!
Shield Hero hahaha. Good job.
there is no way it isn't
Cool, is this based on The Rising of The Shield Hero?