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Summoner Servant: Shielder


Hit Points

Hit Dice: d12 per Summoner Servant: Shielder level
Hit Points at first Level: 12+Con Modifier
Hit Points at Higher Levels: 1D12 (Or 7) + Con Modifier

Proficiences

Armor: All Armors and Shields
Weapons: Simple Melee Weapons
Tools:
Saving Throws: Dexterity and Constitution
Skills:
  • Athletics
  • Perception
  • Survival

Class Features

PRE-CLASS SERVANT


Before hitting level 2, the servant is relatively simple. The servant has its own looks and personality, can use simple weapons, and is first summoned wearing either studded leather or scale mail. Its starting weapon can either be a shortbow with 20 arrows, 2 Handaxes, or a spear and shield. Because the servant is still very much a physical being, it can use other types of gear that it might want to use. They also have a set standard array for their sheet: 18, 16, 14, 12, 10, 8.


Subclass Options

Shielder


If you decide to have your servant become a shielder at 2nd level, your servant will become your party's defender. You gain the following features:
  • If you are using a shield, the shield doubles as a weapon that you're proficient with. A shield strike attack deals 1D8 + Strength bludgeoning damage. Attacking with the shield requires 2 hands.
  • You can add a +1 their AC if you are wearing medium or heavy armor and have a shield equipped.
  • If an ally is being targeted by an enemy with an attack, you can use a reaction to instead redirect the attack roll to hit you instead. The reaction is done after the enemy rolls to hit. The attack roll doesn't necessarily need to be able to hit you. The ally being targeted must be within 5ft of you.

Minor Defense Boost


At 3rd level, you can add your Proficiency Bonus to your AC with a bonus action for 1 hour. This recharges in a long rest. On top of that, you also gain the ability to cast Mage Armor on a willing creature other than yourself. This can be done a number of times equal to your proficiency bonus and also recharges with a long rest.

Barrier of Resilience


At 5th level, your shielder gains their Noble Phantasm: Barrier of Resilience. As an action, the servant can summon a large magical wall from their shield. The wall is 25ft wide x 25ft tall x 1ft thick, is indestructible, translucent, and is centered in front of your servant (rotates and moves with servant). While the barrier is up, your servant can only move up to 1/2 their normal speed and can't take any actions until the barrier is removed. Rotating the barrier costs 5ft of movement speed.
  • The wall's size can be changed with the servant's bonus action to shrink or grow to fit certain spaces. The shield can't grow beyond the 25x25x1 limit.
  • Up to 3 chosen creatures can freely pass through the wall while all those who aren't chosen can not pass.
  • Enemy spells can not be casted/targeted through the barrier and any effects created by an AOE spell is blocked by the barrier (ie a fireball casted directly in front of the barrier does not go past the barrier).
  • The wall grants full cover, but chosen creatures can still fire projectiles through the barrier without penalties.
  • The servant can use a reaction to quickly move up to 1/2 their speed and/or rotate the barrier with them to block an incoming projectile or spell effect (stays in new direction). They can not move on their next turn if they take this reaction.
  • This lasts up to 1 minute and requires concentration. Using a spell slot higher than 3rd level extends the length and height of the barrier barrier by 5ft on both sides and allows one more creature to be selected.

Interception


At 7th level, you become a much more mobile defense force. If an ally within 15ft of you is being targeted with an attack, you can use a reaction to go protect the ally. If the ally is targeted by a ranged attack, you will jump in between the ally and instantly block the projectile (damages you if attack roll is high enough). If the attacker is try to perform a melee attack, you will try to shove them 15ft away(roll to shove). If the shove is successful, the attack is wasted. If the shove fails, you take the attack, assuming it hits to begin with. This can't be done while the Noble Phantasm is active.

Unrelenting Bastion


At 10th level, your shielder's Noble Phantasm becomes much more powerful. As an action, your servant summons an even bigger and more powerful magical barrier. The new summoned barrier is now a cylinder with a radius of up to 15ft centered from the servant and up to 40 ft high. The servant, as always, can only move up to 1/2 their speed and can't take actions or reactions. Up to 10 creatures can be selected to be allowed to enter and exit the zone freely. Any non-selected creature(s) that starts their turn inside the circle will be automatically forced out of the circle and be knocked prone. All enemy projectiles are instantly destroyed upon contact with the barrier if the projectile targets any creatures inside. Spells and spell effects are not able to reach inside the zone. Also, if a selected creature decides to leave the area, they gain a +2 bonus to their AC until Unrelenting Bastion ends. Unrelenting Bastion and its effects last for up to 1 minute with concentration and can only be dispelled with a 9th level dispel magic or wish spell. Using a spell slot higher than level 5 increases the max duration by 1 minute

Aura of Defense


At 13th level, your shielder servant gains a special aura passive. The aura's size is a 10ft radius. Both your servant and any allied creature within the aura's zone will be granted resistance to bludgeoning, piercing, and slashing damage from non-magical and/or non-adamantine attacks. However, this aura does emit a visible dim light in 30ft radius around the servant while it's on. It can be toggled on and off with a bonus action.

Shield of the Pantheons


At 20th level, your shielder servant's Noble Phantasm evolves into its final, most powerful state. Upon activation, it creates four large barriers that are 35ft wide and 50ft tall. The barriers are summoned with your servant in the very center of the cube. All chosen allies may enter or exit the zone freely. All hostile creatures take 5D10 force damage and are ejected up to 50ft away from the zone in any random direction. They need to make a dexterity save or fall prone after the ejection. All allied creatures that stand within the barriers are given full immunity to all forms of damage. The universal damage immunity turns into resistance if the allied creature(s) leaves the zone. They also can not be poisoned or have any effect placed on them that makes them incapacitated. They also all heal up by 5D10 HP after leaving the zone (once only). As always, spells, enemies, enemy projectiles, and spell effects can not reach inside the barrier. The barriers and the effects last for up to 1 minute. Until Shield of the Pantheons is ended by the servant themselves, no spell of any kind can dispel it.


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n0753w.

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