Custom Content for Homebrew tabletop and D&D campaigns

The shield hero is defense first, hybrid brawler. This class does no wield traditional weapons, and instead uses a small or medium sized buckler on each arm. When attacking, they may throw the small bucklers, or use either to punch with, similar to attacking with a knuckle-duster. Extremely hard to kill, this class is a tank through and through, specializing in reflection, a class-specific type of defensive parry.

Passive:

Reflect:
You may choose to reflect ranged attacks the same way you parry melee.

Block Magic:
You may block magic spells as if they were a normal attack. Not all magic types or spells are treated equally, at the discretion of the DM.

Stay Safe:
By default you do not take AoE Damage, and you may choose to block an ally's AoE damage by forfeiting this bonus yourself.

Throw Shield:
You may throw small shields

Eye on Target:
You may throw your shield to block an attack for an ally

Pacifist:
You exclusively wield shields. You do not use any other type of weapon. You may punch with your shields as if they were melee weapons.

Hardened Solider:
You are immune to stuns, fears, and sleep attacks

Nimble:
Dexterity is your primary stat, you may use your dexterity bonus in lieu of strength for combat rolls.

Tuck & Roll:
You may move freely through the battlefield without triggering attacks of opportunity. (This does not apply to being ambushed or attacked from stealth.)

Never Back Down:
You passively regenerate 10% of your maximum health per turn

Guardian:
You gain +5 to all block rolls.

Free Action:

Bang-a-rang:
Throw a small shield at an enemy, after it hits them it will bounce back and return to you.

Pummel:
Punch the target in the face with the edge of your shield.

Ability:

Ricochet:
Throw a small shield up to 10 yards. It will bounce off the target and fly up to 5 additional yards to hit another enemy. Your shields may continue to bounce, however subsequent bounces will never travel more than 5 yards, you may not hit the same target more than once, and you must retrieve your shield when it stops moving.

Swipe:
Swing your shield in a wide arc, hitting anyone in a 180* cone in front of you.

Get Behind Me:
Conjure a shield wall in front of you, 3 yards wide. You protect any party members who stand behind you and absorb any splash damage.

Heaven's Shield:
Conjure a magical shield at a target location, 2 squares wide and 3 squares tall for 1 round. It has D10 block value before dissipating.