The Shieldbearers - NPCs, tactics and statblocks

Since their founding, the Shieldbearers have led the Radiant Citadel's rescue and relocation missions. Typically organized in cohorts of four to six members, they are deployed to lands in crisis. Strict rules of engagement prevent them from impacting local conditions or taking sides in a conflict; their mandate allows them only to extract those in danger and defend themselves if attacked. They are among the bravest of the Citadel, and heroes who die in service to the Shieldbearers receive the city's highest honors.   Shieldbearers stand ready to make the ultimate sacrifice to save the vulnerable and the defenseless. Many members adhere to a tradition of getting a ritual scar or tattoo after each successful deployment, designed to represent a pivotal moment in that quest. The most accomplished veterans display such body art with pride.   The current leader of the Shieldbearers is Arayat.   Arayat (Leader)
Arayat was born to a family of Dayawlongon freedom fighters who had no more wars to fight. Peace did not bring them prosperity, and the family's glory faded. Arayat grew up on the streets until luck brought him to the Radiant Citadel. He soon joined the Shieldbearers, which gave him meaning and purpose. Defying the odds, Arayat has survived hundreds of deployments to the most dangerous situations across the founding civilizations and beyond. He is a master of the Dayawlongon martial art of eskrima and favors a pair of shortswords in combat. Now in his forties, he leads the Shieldbearers. He is a canny tactician and a highly competent leader, but he bristles against the rules of engagement imposed on the Shieldbearers by the Speakers for the Ancestors. He has cremated a hundred fallen comrades-in-arms and seen horrors few can comprehend. The toll has pushed him to his limits, and he believes a more aggressive, proactive strategy will save lives. But thus far, he has not defied the council.   Seren Lysara
Role: Shieldbearer Vanguard Captain
Quirk: Seren is a meticulous perfectionist with an encyclopedic knowledge of the Radiant Citadel’s districts, often quoting obscure laws and cultural customs mid-battle.   Seren hails from the civilization of Sensa, known for its rich history and complex legal systems. Raised in a family of esteemed jurists, she was immersed in the intricacies of law from a young age. Her decision to join the Shieldbearers was driven by a desire to apply her legal acumen to the defense of the Radiant Citadel, ensuring that justice prevails both in and out of combat. Personality: Seren is calm and precise, always striving for perfect execution in battle and diplomacy. However, her habit of citing laws and precedents can irritate more impulsive allies.   Unique Trait: Seren's shield, Archivist's Aegis, glows with runic symbols that can decipher magical writings when within 10 feet of a text.   Kaiven Emberfall
Role: Shieldbearer Seeker Scout
Quirk: Kaiven speaks to his shield as if it were a person, claiming it houses the spirit of a long-lost warrior who offers him guidance.   Originating from the civilization of Tletepec, a land marked by volcanic activity and reverence for ancestral spirits, Kaiven's ancestors were renowned warriors and shamans. His shield, passed down through generations, is believed to contain the spirit of his great-grandfather, a legendary hero of Tletepec. Kaiven joined the Shieldbearers to honor his lineage and seeks to restore his people's traditions within the Radiant Citadel. Personality: Kaiven is superstitious but fiercely loyal, often consulting his shield for wisdom. His fellow Shieldbearers tolerate his eccentricity because of his uncanny ability to navigate both the Ethereal Plane and the Radiant Citadel’s labyrinthine politics.   Unique Trait: Kaiven’s shield, Echo of Ancestry, allows him to reroll a failed Wisdom (Survival) check once per day, as if guided by ancestral knowledge.   Thessa Dawnspire
Role: Shieldbearer Beacon Healer
Quirk: Thessa collects shards of broken shields from fallen allies and incorporates them into her own shield as a memorial.   Thessa is a descendant of artisans from the civilization of Shankhabhumi, renowned for their intricate craftsmanship and deep connection to waterways. Her family specialized in creating ornate shields that symbolized protection and unity. After joining the Shieldbearers, she began collecting fragments of fallen shields, believing that each shard carries a piece of the wielder’s spirit. Her shield, now a mosaic of metal and magic, is a testament to the Shieldbearers' unity. Personality: Compassionate and fiercely protective, Thessa often puts herself in harm’s way to shield others. She speaks reverently of the past and sees her role as preserving the memory of her comrades.   Unique Trait: Thessa’s shield, Mosaic of Valor, can absorb 10 points of damage from an attack against an ally within 10 feet once per short rest, symbolizing the combined strength of the Shieldbearers.         Shieldbearer Variations Every Shieldbearer receives a tattoo upon initiation, granting them unique abilities tied to their role within the force. These tattoos and their linked shields define their specialization: Vanguard (defensive), Seeker (offensive), Ethereal Warder (specialist), Beacon (support), Paragon (elite)    General Shieldbearer Abilities
Shared Light (All Variations):
Shieldbearers can link their shields’ energy with allies:
As a reaction, they can share their shield’s light to illuminate a 30-foot radius around another Shieldbearer.   Formation Benefits:
Shieldbearers gain bonuses when fighting in formation:
  • Blinding Phalanx: When three or more Shieldbearers stand adjacent to one another, their combined light intensifies. Enemies within 15 feet must succeed on a DC 15 Constitution saving throw or suffer disadvantage on attack rolls until the end of their next turn.
  • Unified Defense: Shieldbearers in formation gain +2 AC and resistance to one damage type (chosen by the group at the start of combat).
  • Tattoos of Unity:Shieldbearers’ tattoos allow for magical communication and coordination:
  • Silent Network: Instantaneous, silent communication within a 1-mile radius.
  • Divine Conduit: Once per long rest, a Shieldbearer can channel radiant energy through their tattoo, casting Daylight centered on themselves.
  • Tactical Luminescence:Shieldbearers can activate their shield’s light to target specific enemies:
  • Blinding Pulse: As an action, the shield emits a sudden flash. All creatures within a 20-foot radius must make a DC 15 Constitution saving throw or be blinded for 1 round.
    Dynamic Mechanics for the Shieldbearers   Evolving Shields and Tattoos:
As Shieldbearers grow in rank, their shields and tattoos evolve:
  • Rank 1: Gain basic shielding effects (e.g., Shared Light, Silent Network).
  • Rank 2: Unlock their specialization’s signature abilities (e.g., Auroral Radiance, Rallying Light).
  • Rank 3: Enhance general shield effects (e.g., improved blinding radius, increased saving throw DCs).
Auroral Synchronization:
Shieldbearers’ shields pulse with radiant energy when they fight together:
In battles involving at least three Shieldbearers, enemies in their combined light field must succeed on a DC 14 Charisma saving throw or suffer a -2 penalty to attack rolls and saving throws.   Interaction with the Ethereal Plane:
The Shieldbearers’ Auroral Diamond-linked shields are particularly potent in the Deep Ethereal:
  • Mists Dispelled: Their light reduces Ethereal Distortions and reveals hidden paths, granting advantage on navigation rolls.
  • Tide Stabilizer: When a Shieldbearer is present, Ethereal Tides’ effects are mitigated, and the party rolls with advantage on tide-related saving throws.
          Shieldbearer Vanguard: CR: 5
AC: 18
HP: 105 (14d8 + 42)
Speed: 30 ft.
Abilities: Str 18, Dex 12, Con 16, Int 10, Wis 14, Cha 12
Saving Throws: Str +6, Wis +5
Skills: Perception +5, Athletics +6
Damage Resistances: Radiant (when in formation)
  Features:
  • Blinding Shield: The shield emits blinding light in a 30-ft. cone. Enemies must succeed on a DC 15 Constitution saving throw at the start of their turn or be blinded until the end of their next turn. (Recharge: Short Rest)
  • Guardian’s Aegis: As a reaction, impose disadvantage on an attack roll against an ally within 15 ft.
  • Defensive Phalanx: When adjacent to another ally with a shield, gain +1 AC.
  • Light Unity: When three or more Shieldbearers are within 10 ft. of each other, they emit an aura of unity. Allies within 30 ft. gain +1 AC and heal for 1d6 HP at the start of their turn.
Actions:
Multiattack: The Shieldbearer Vanguard makes two melee attacks.
Spear: +7 to hit, reach 5 ft., one target. Damage: 11 (2d8 + 3) piercing.
      Shieldbearer Seeker:
CR: 6
AC: 17
HP: 92 (12d8 + 36)
Speed: 30 ft.
Abilities: Str 14, Dex 18, Con 16, Int 10, Wis 12, Cha 14
Saving Throws: Dex +7, Cha +5
Skills: Insight +4, Acrobatics +7
Damage Resistances: Radiant (when in formation)
  Features:
  • Shining Strike: Critical hits cause the shield to flare, dealing 2d8 radiant damage to all enemies within 10 ft. of the target.
  • Light of Unity: Allies within 10 ft. add +1d6 radiant damage to their weapon attacks.
Actions:
Multiattack: The Shieldbearer Seeker makes two melee attacks.
Longsword: +8 to hit, reach 5 ft., one target. Damage: 13 (2d10 + 4) slashing.         Shieldbearer Ethereal Warder:
CR: 7
AC: 19
HP: 110 (14d8 + 42)
Speed: 30 ft.
Abilities: Str 16, Dex 14, Con 18, Int 12, Wis 14, Cha 12
Saving Throws: Wis +6, Con +7
Skills: Arcana +5, Survival +6
Damage Resistances: Radiant, Force (on the Ethereal Plane)   Features:
  • Auroral Radiance: Illuminates a 120-ft. radius in the Ethereal Plane, revealing invisible or hidden creatures and dispelling illusions.
  • Planar Anchor: As a reaction, force a creature within 10 ft. attempting to teleport to make a DC 16 Charisma saving throw. On failure, the effect is canceled. (Recharge: Short Rest)
  • Light Unity: When three or more Shieldbearers are within 10 ft. of each other, their auroral radiance amplifies. Allies gain advantage on saving throws and deal an additional 1d8 radiant damage against fiends or undead.
Actions:
Multiattack: The Shieldbearer Ethereal Warder makes two melee attacks.
Warhammer: +7 to hit, reach 5 ft., one target. Damage: 12 (2d10 + 3) bludgeoning.       Shieldbearer Beacon:
CR: 6
AC: 18
HP: 100 (13d8 + 39)
Speed: 30 ft.
Abilities: Str 13, Dex 14, Con 17, Int 10, Wis 14, Cha 18
Saving Throws: Cha +7, Wis +6
Skills: Persuasion +7, Medicine +6
Damage Resistances: Radiant (allies within 10 ft. gain resistance)   Features:
  • Rallying Light: As a bonus action, grant allies within 30 ft. temporary hit points equal to 1d10 + proficiency bonus. (Recharge: Short Rest)
  • Protective Glow: Allies within 10 ft. have advantage on saving throws against fear.
  • Light Unity: When three or more Shieldbearers are within 10 ft., their glow restores 1d8 hit points to all allies within 30 ft. at the start of each round.
Actions:
Multiattack: The Shieldbearer Beacon makes two melee attacks.
Mace: +7 to hit, reach 5 ft., one target. Damage: 10 (2d8 + 3) bludgeoning.       Shieldbearer Paragon:
CR: 10
AC: 20
HP: 150 (20d8 + 60)
Speed: 30 ft.
Abilities: Str 20, Dex 14, Con 18, Int 12, Wis 16, Cha 16
Saving Throws: Str +8, Con +8, Wis +7
Skills: Athletics +8, Perception +7, Insight +7
Damage Resistances: Radiant, Force   Features:
  • Blinding Radiance: The Shieldbearer Paragon’s shield emits searing light in a 60-ft. radius. Enemies starting their turn in the light must make a DC 17 Constitution saving throw or take 2d10 radiant damage and be blinded until the end of their next turn.
  • Unity's Command: As a bonus action, the Paragon can rally all Shieldbearers within 30 ft., granting them +2 AC and advantage on attack rolls until the start of the Paragon’s next turn. (Recharge: Short Rest)
  • Auroral Bastion: Allies within 30 ft. of the Paragon gain resistance to all damage except psychic.
  • Light Unity: All Shieldbearers within 20 ft. of the Paragon amplify its radiance. Enemies in the area must make a DC 17 Wisdom saving throw at the start of their turn or have disadvantage on all attack rolls for that turn
Actions:
Multiattack: The Shieldbearer Paragon makes three melee attacks.
Radiant Blade: +10 to hit, reach 5 ft., one target. Damage: 16 (2d12 + 4) radiant.
Shield Slam: +8 to hit, reach 5 ft., one target. Damage: 12 (2d8 + 4) bludgeoning. The target must succeed on a DC 16 Strength saving throw or be knocked prone.   Legendary Actions:
Blinding Pulse (2 actions): The Paragon emits a pulse of light. All enemies within 30 ft. must make a DC 17 Constitution saving throw or take 2d10 radiant damage and be blinded for 1 round.
Radiant Shield (1 action): The Paragon bolsters its shield’s power, granting all allies within 20 ft. temporary hit points equal to 10 + its proficiency bonus.

Comments

Please Login in order to comment!