Protector, defenders, and wards to those on the battlefield, Shieldmages are stalwart in their duty to safeguard those at their side. Whether it’s up top the ramparts, or upon the war torn battlefield, a Shieldmage is always at the ready to rush to the aid of their companions.

Originating from Summerset, practitioners of this mystic path find themselves in a critical battlefield role as a defender instead of a striker. Masters of Alteration spells that call forth wards and other defensive magics, Shieldmages excel at holding the line and keeping their allies in the fight. In their eyes: the best offense is a good defense.

Shieldmage Features
Level Feature
3rd Imbue Defense, Reliant Cantrip
6th Arcane Deflection
14th Deflecting Ward
20th Siege Shield

Imbue Defense

3rd-Level Shieldmage feature

You can use your Imbue Magic feature to invoke powerful magic within a set of armor instead of your weapon. You learn the following Battle Imbuement.

Battle Imbuement

Warding. A set of armor you touch grants the wearer unmatched protection from harm. The wearer has resistance to nonmagical bludgeoning, piercing, and slashing damage for up to 8 hours. The enchantment ends if the wearer doffs the armor before the end of the duration. At 14th level, the wearer has resistance to bludgeoning, piercing and slashing damage.

If you use this ability again to imbue another set of armor, this effect ends on the previous set of armor.

Reliant Cantrip

3rd-Level Shieldmage feature

Your ability to do harm with your most used spells is uncommonly consistent. When you roll a 1 or 2 on a damage die for an attack you make with a spellsword cantrip, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The cantrip must deal damage for you to gain this benefit.

Arcane Deflection

6th-Level Shieldmage feature

You have learned to weave your magic to fortify yourself or another against harm. When you or a creature within 10 feet of you are hit by an attack or fails a saving throw, you can use your reaction to gain a +2 bonus to yours or the creature’s AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn. At 18th level, the range of this ability to shield another increases to 30 feet.

Deflecting Ward

14th-Level Shieldmage feature

Your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you or the creature you target with it. Up to three creatures of your choice within 60 feet of the creature that has the Arcane Deflection each take force damage equal to half your spellsword level.

Siege Shield

20th-Level Shieldmage feature

You can expend your energy in order to create a glowing, protective sphere to shield yourself and your allies. As an action, you can expend 6 magicka points to produce a warding arcane shield that is centered on you out to a range of 30 feet.

Arrows, bolts, and siege projectiles launched at targets within the sphere are deflected away and automatically miss. Spells of 6th level or lower are deflected away from the sphere. Magical abilities of creatures who’s CR is lower than your spellsword level are deflected away from the sphere.

The sphere remains until the end of your next turn. You can extend this duration by using your subsequent turns to use an action to expend another 6 magicka points.

You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.