Base Class: Fighter
The Shield Sentinel is a master of defense, using their shield not just as protection, but as a weapon and tool to control the battlefield. These fighters excel in creating impenetrable defenses, standing as unyielding bulwarks between their allies and harm. With their shield expertise, they can withstand the harshest blows and protect their comrades, embodying the ultimate guardian in any conflict.
Shield Upgrade: Heater
You have worked with a shield long enough to begin tinkering and upgrading. By adding some extra material, you can enlarge your average Buckler to a Heater shield. You now gain an additional +1 bonus to AC when wielding a shield. This bonus to AC is increased to +2 at 7th level, +3 at 10th level, and +5 at 18th level.
Weaponized Shield: Starting at 3rd level, you learn to use your shield for more than just protection. After all, what is a massive piece of steel if not used as a bludgeon? You can take the attack action to strike an enemy with your shield. The shield deals 1d8 + your strength modifier bludgeoning damage.
Protector: Starting at 3rd level, as a reaction, you can run up to half your movement towards an ally in an attempt to intervene on a non-spell attack. Your intervention grants your ally a +2 bonus to their AC, potentially causing the attack to miss. Additionally, you can use STR instead of DEX on dexterity based saving throws. This bonus is increased to +4 at 18th level.
Shield Upgrade: Kite
You again upgrade your shield for further protection, enlarging your Heater to a Kite Shield. Your shield now deals 1d10 + your strength modifier bludgeoning damage. Your shield now grants a +2 bonus to AC.
Charger: Starting at 7th level, if you move at least 10 feet straight towards a target before attacking, you can deal additional damage to the target. Your melee attack deals an additional d6 bludgeoning damage for every 10 feet you moved before attacking, with a maximum equal to your proficiency bonus. The creature must then make a strength saving through (DC equals 8 + your proficiency bonus + your strength modifier) or be pushed 10 feet away from you.
Stalwart: Starting at 7th level, if a creature tries to shove you or knock you prone while you are wielding a shield, you can use your reaction to give yourself advantage on the saving throw.
Shield Upgrade: Tower
You have perfected your shield-modifying abilities, enlarging your Kite into a menacing Tower Shield. Your shield now does 1d12 + your strength modifier bludgeoning damage. Additionally, you now gain a +3 bonus to your AC.
Bulwark: Your shield has grown to a size where you can protect more than just yourself. When attacked by a cone or line spell attack, you can use your reaction to defend yourself and any allies behind you. Using STR instead of DEX for the saving throw, you can shield any allies within a 20 foot cone or line (dependent on the attack) from the attack. This gives the shielded allies the effects of the Evasion feature for the attack. You can use this ability a number of times equal to half your level rounded down per long rest.
Retaliation: When an enemy misses you with a melee attack, you can use your reaction to make a simple strike with your shield. This attack deals 1d4 + your strength modifier bludgeoning damage on a hit. The target must then make a CON saving throw (DC equals 8 + your proficiency bonus + your strength modifier) or be stunned until the end of their next turn. You can use this ability a number of times equal to half your level rounded down per long rest.
Spell Ward
Spell Ward: Starting at 15th level, when being targeted by a projectile spell, you may use a reaction to attempt to deflect the spell using your shield. Roll a d20, the result of your roll determines the outcome from the following:
- 1-4 - The spell targets you as normal
- 5-8 - The spell deals 3/4 damage
- 9-12 - The spell deals half damage
- 13-16 - The spell deals 1/4 damage
- 17-19 - The spell damage is nullified
- 20 - The spell is absorbed by your shield and reflected back at the attacker
You can use this feature a number of times equal to your proficiency bonus per long rest.
Additionally, you have practiced fortifying your mind along with your shield. You gain advantage on Wisdom saving throws.
Pride Breaker: Starting at 15th level, when an attacker makes a melee attack against you, you can use your reaction to intimidate and lock them in a compelled duel. The attacker will feel a compulsion to attack you and only you, imposing disadvantage on attacks towards any other target. You can use this feature once per long rest.
Shield Mastery
You have truly mastered the art of using shields in combat. While the shield may not have grown, your ability to maneuver the wall of steel has. You now have a +5 bonus to your AC while wielding your tower shield, and all ranged weapon attacks have disadvantage when targeting you. Also, when a melee attack hits you by no more than 5 above your AC, you have resistance to bludgeoning, slashing, and piercing damage.
Additionally, your Protector feature now gives your ally a +4 bonus to AC instead of +2.
Comments