Base Class: Warlock
"The accursed shields would sooner be destroyed than destroy their opponent. This is uncommon among sentient items, but they somehow imbue their servants with powers of defense greater than what any shielded fighter would perform" ~ Ulathar the Evocationist
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.
Talk with your DM before making this class if he is interested in keeping up with a sentient item.
Sentient Shield
Starting at 1st level, you gain a sentient, evolving shield which power grows at the discretion of your DM. 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.
Astral Shield
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 gain resistance to force damage.
Lightning
You gain resistance to lightning damage.
Physical
You gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
Poison
You gain resistance to poison damage.
Thunder
You gain resistance 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.
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Posted Mar 6, 2022Interesting concept. No expanded spell list?
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Posted Feb 2, 2020neat. like shield hero
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Posted Jun 24, 2019Author note: When turning eldritch blast into a melee weapon attack, you must roll for each individual bolt as you would if you cast the cantrip. As well, you are proficient with the Hex Shield.