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27/3/2019 Shield Warden | GM Binder

Martial Archetype: Shield Warden


Shield Wardens are warriors that have mastered the use of Starting at 10th level, your skill at parrying attacks has
shields as implements of combat. Those who train in this improved to the point where you can deflect projectiles. When
archetype sacrifice attacking power to focus solely on you are wielding a shield and another creature hits you with a
defensive might, safeguarding themselves and their allies ranged weapon attack, you can use your reaction to add your
from enemy attacks. proficiency bonus to your AC for that attack, potentially
causing the attack to miss you. If this does cause the attack to
Shield Warden Features miss, you can make a ranged weapon attack against the
Level Feature attacker as part of the same action. If it hits, the attack deals
3 The Best Offense, Aggressive Engagement
damage equal to the original attack's damage.
7 Parrying Thrust Shielded Psyche
10 Sentry Stance, Reflective Thrust Starting at 15th level, through intense meditation and
15 Shielded Psyche breathing exercises, you've learned to defend yourself against
mental attacks as well as physical ones. When you enter your
18 Survivor Sentry Stance, you now gain advantage on Intelligence,
Wisdom, and Charisma saving throws.
The Best Offense
Survivor
Beginning when you choose this archetype at 3rd level, you
gain the ability to use shields as weapons. You can don or doff At 18th level, you attain the pinnacle of resilience in battle. At
a shield as a bonus action. While you are wielding a shield, it the start of each of your turns in combat, you regain hit points
is considered to be both a shield and a martial weapon, and equal to 5 + your Constitution modifier (minimum of 1 hit
you use the stats listed in the "Attack Shield" sidebar instead point). You don’t gain this benefit if you have 0 hit points or if
of those listed in the Player's Handbook. Also, if you wield two you have more than half of your hit points left.
shields, you can receive increases to your Armor Class from
both shields.
Attack Shield
Aggressive Engagement
Also at 3rd level, you've learned how to persistently harry your Cost: 10 gp
enemies, forcing them to focus on you. Once per round, when Armor Class (AC): +2
you hit a creature with a melee attack, you can force it to Damage: 1d6 bludgeoning
make a Dexterity (Acrobatics) check contested by your Weight: 6 lb.
Dexterity (Acrobatics) check. If you win the contest, the target
has disadvantage on attack rolls against creatures other than
you until the start of your next turn.
Parrying Thrust
Starting at 7th level, you can counter enemy strikes with a
well-timed thrust from your shield. When you are wielding a
shield and another creature hits you with a melee attack, you
can use your reaction to add your proficiency bonus to your
AC for that attack, potentially causing the attack to miss you.
If this does cause the attack to miss, the attacker is stunned
until the end of its next turn, or until it is damaged.
Sentry Stance
Starting at 10th level, you've developed a fighting stance that
allows you to fend off attacks more effectively by holding your
ground. If you haven't moved since the start of your turn, you
can enter this stance as a bonus action. Until the start of your
next turn, your speed is 0 and can’t increase, you have
advantage on Strength, Dexterity, and Constitution saving
throws, attack rolls against you have disadvantage, and you
can’t take reactions. When you Sentry Stance, any creatures
you choose also gain the benefits of Sentry Stance while
within 5 feet of you.
Reflective Thrust

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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27/3/2019 Shield Warden | GM Binder

Variant: Shield Types


If your DM allows it, you and your allies can utilize the variant
shields listed in the "Variant Shields" table below. Note that
these shields do NOT count as weapons for any character
unless a trait or feature specifically allows that character to.
When one of these shields is used as an improvised weapon,
the Light property and the damage listed are not used.
Shield Name Cost Armor Class (AC) Strength Stealth Damage Weight Properties
1d4
Buckler 1 gp +1 - - 2 lb. Light
bludgeoning
Lantern Shield 5 gp +1 - - 1d4 piercing 3 lb. Light, special
Kite Shield 10 gp +2 - - 1d6 piercing 6 lb. -
1d6
Heater Shield 10 gp +2 - - 6 lb. -
bludgeoning
1d6
Scutum 30 gp +3 Str 13 Disadvantage 15 lb. Special
bludgeoning
Heavy,
1d8
Pavise 50 gp +4 Str 15 Disadvantage 30 lb. two-handed,
bludgeoning
special

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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