Through extensive battle experience, you have found more ways of making use of your trusty shield in combat.
When taking this feat you are granted 3 special shield maneuvers that you can use in combat...
Barricade shield - you ready your shield in preparation for an incoming attack. As an action you can take a defensive stance which allows you to add your proficiency bonus to your AC until the start of your next turn(minimum of 1). You can also add your shield's AC bonus to any DEX saving through, if you succeed on a throw against an AOE effect then a cone of immunity forms behind you for 15ft as you impose yourself between the source of damage and the area behind you.
Barricade shield breakpoint - If a creature who lands a melee attack on you while you are under the effects of Barricade shield, you are considered vulnerable to all incoming damage as your guard is broken.
Astonishing Parry - When a creature attempts an attack on you, you may use a reaction to perform the astonishing parry. You will roll either STR or DEX against the opponent's attack roll. There are 3 different outcomes to this check...
Glancing Parry - You succeed the parry check but the opposing creature's attack beats your AC. This results in half damage on the hit.
Failed Parry - You fail to beat the opposing creature's check. If the attack roll is lower than your AC you take the normal damage, if the attack roll is higher than your AC you take double damage.
Astonishing Parry - You succeed on the check and the opposing creatures attack roll is lower than your AC. The creature is considered stunned until their next turn. if the creature could perform more attacks during their turn they are unable to now.
Shield Charge - You ready your shield and enter an indomitable state as you prepare to charge through your enemies. You may use your action to charge in a straight line (equal to your strength score) with your shield. Enemies that you pass through in this line take 1d4+STRmod and are knocked prone provided they fail a DEX saving through equal to your STRmod+13. on a success they take no damage and are not knocked prone as they dodge out of your charge. performing this action reduces your movement to 0 and costs one point of exhaustion.
Comments