
On your turn, you can use an action to make a shield slam against a creature within 5 feet of you with the shield. On a hit, the creature takes 1d6 + STR modifier bludgeoning damage.
When wielding the shield by itself (no weapons in hand), gains special actions and a reaction.
(Action) Unbreakable: Using a Single action, "brace" until your next turn, gaining 2 AC. you can only use this once per turn, however, you gain the ability to use an unarmed strike as a bonus action.
(Reaction) Shield Up: quickly raise the shield on an incoming attack, gaining 5 AC until your turn.
(Status) Stand Behind Braum: After bracing his shield using Unbreakable or Shield Up, Braum gains the following effects:
- Everyone 5-foot radius beside and 10 feet behind you are considered "behind Braum", meaning attacks directed towards them are now directed to Braum. Their attack now only affects you; projectiles with a radius or second explosion effect will not activate as Braum's shield will absorb them. The first projectile is absorbed without any damage, however, subsequent projectiles will be dealt as half damage if it passes his AC.
- Projectiles considered as "instant-hit" will not be blocked. An example of such a spell is "Magic Missle".
Sealed Ability: Braum Is Here! (Unlocked at level 5, Upgrades Shield Up)
- gain the choice to be able to leap towards an ally in range (10 feet). You are positioned in front of the ally.
Sealed Ability: Glacial Fissure (unlocked at level 10)
- Braum leaps into the air and slams into the ground. The Magic of the shield combined with Braum's Strength creates a fissure of ice that sprouts from the impact forward 20 feet wide and 70 feet long as well as a 5 feet radius around Braum. This fissure also leaves behind a trail that halves movement speed for enemies or allies walking away from Braum. Braum cannot be hurt by the fissures or impact itself, but allies and enemies can be hit by this attack. Those hit aside from Braum must take 3d12+Strength Damage, Be knocked airborne for 1 turn and then prone for 1 turn, and make a DEX saving throw beating 17, Taking full Damage on failure and sent airborne or Half damage on a success. Those at the very end 5 feet of the fissure don't take additional damage, but their time prone increases by 1 turn. This fissure lasts for 3 turns, but the hole in the ground is permanent.
You only have 2 charges for this move. Can only use it once per combat. Reset those charges on a long rest.
(be careful where you use it).
Previous Versions
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2/20/2023 9:18:07 AM
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2/20/2023 9:24:39 AM
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2/23/2023 1:26:36 AM
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2/23/2023 1:28:24 AM
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