← Back to classes

Class record

Shieldwarden

Healer

Tier
2
Difficulty
3 / 5
Main role
Healer
Secondary role

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Acolyte, Mage or Mage Knight mastered.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend on Magic, Religion, Medicine, Perception, Negotiation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Reason.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Shielding mages

Tactical guidance

Playing Shieldwarden

Shieldwardens are a healing class that walk a tight line between being too cautious and being too confident. Those too cautious will burn through their mana quickly, while those who wait too long before shielding may find their allies already on the floor where their shields will do little to get them back up. They lack traditional combat healing, but make up for it with superior numbers on their shields.

Power Word: Shield is their standard protection spell. You’ll want to cast it on your tank or the target most likely to get hit in the early rounds of combat.

Power Word: Barrier is also an option for an early cast, but the mana cost may feel high if the temporary HP doesn’t get used. Since it can be cast while using RP, it may be better to wait until the party is targeted by AoE attacks before using it.

Power Word: Reinforce is a manaless way to give your allies more shields, with the condition that you probably already placed shields on them beforehand. It also works with temporary HP not applied by you, so there’s some possible powerful synergies there.

Secret Art: Lifesaver is something you’ll only use as a last resort. Unless someone is low on hit points, it will not provide great value for its mana cost. But if you combine it with the above mentioned reinforce, an ally can fight at near death for a long period of time.

Recover Power makes it less likely you waste your mana by shielding yourself near the end of the combat, but it only works on yourself.

Shieldwarden

Class features

Abilities unlocked

Complete rules for every ability granted by Shieldwarden.

Key ability

Recover Power

Class feature

Benefit 1

Any temporary HP on you at the end of an encounter is converted into healing. You regain HP equal to half the value of temporary HP you have remaining.

2 AP3 MP
Range
40ft
Keywords
Shield,Spell

The target gains temporary HP until the end of the encounter equal to 11 + (2 x Power).

2 AP1 RP4 MP
Range
40ft
Keywords
Shield,Spell

Up to 5 target allies within range (including yourself) gain temporary HP until the end of the encounter equal to 10 + Power.

You may pay either the AP or RP cost for this ability, you don't need to pay both.

1 RP
Range
40ft
Keywords
Aid,Shield

The target gains temporary HP equal to 2 x their current temporary HP. 

After the attack is done resolving, the target's temporary HP is set to the value it was before this ability was used unless the target's current temporary HP is lower than that.

Requirements

An ally is the target of an attack.