
You must have the Shield Master feat and have a shield equipped to gain the following benefits:
In the Fray. Attacks, spells, and abilities from a willing ally have damage reduced to 0 and effects may be ignored.
Imbue Shield. When targeted by an attack or spell that has a damage type, you may imbue your equipped shield with that damage type. Imbuing the shield again replaces the imbued type. Imbued status lasts until the end of your turn.
Adaptive Shield Bash. Gain charges equal to your proficiency modifier. Once per turn, if you attack a creature as part of the attack action with a melee weapon, and if your shield is imbued, you may spend a charge to immediately bash the target with your shield. The target takes 2d8 damage and an effect from the Adaptive Shield Bash Types table. Both the damage type and effect is determined by the imbued type. Using this counts as using your Shield Bash special action.
Adaptive Shield Bash Types
Damage Type | Effect |
---|---|
Acid | Corroding bash. The target has its AC reduced by 2 for 1 hour. A creature can only be affected by this AC reduction once at any given time. |
Bludgeoning | Shockwave bash. Tremors ripple outward from you in a 15-foot-emanation. Each creature you choose in the emanation makes a strength saving throw. On a failed save, the target has the prone condition. |
Cold | Freezing bash. The target’s speed is reduced to 0 until the end of its next turn. |
Fire | Burning bash. At the start of each of the target’s turns until the effect ends, the target takes 1d8 fire damage and then makes a strength saving throw. On a failed save, the effect continues. On a successful save, the effect ends. |
Force | Shadow bash. You may teleport to an unoccupied space within you can see within 10 feet of the target. |
Lightning | Bolt bash. A bolt of lightning forming a 60-foot-long, 5-foot-wide line blasts out from you passing through the target and beyond. Each creature in the line makes a strength saving throw, taking 1d8 lightning damage on a failed save or half as much damage on a successful one. |
Necrotic | Vampiric bash. Regain hit points equal to half the amount of necrotic damage dealt by Adaptive Shield. |
Piercing | Shield slash bash. The target takes an extra 2d6 piercing damage. |
Poison | Poisoning bash. Poison is discharged from you in a 10-foot-emanation. Each creature you choose in the emanation makes a strength saving throw. On a failed save, the target has the poisoned condition for 1 minute. |
Psychic | Staggering bash. The target makes a strength saving throw. On a failed save, the target has the stunned condition until the end of your next turn. |
Radiant | Radiant bash. The target has the blinded condition for 1 minute. A blinded creature can make a strength saving throw at the end of each of its turns, ending the effect on itself on a success. |
Slashing |
Cleaving bash. Until the end of your turn, each time you hit a creature with a melee attack, including this attack, you can make an additional melee attack roll with your shield against a second creature in range. On a hit, roll according to the original weapon’s damage including proficiency bonus.
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Thunder | Thunderous bash. Each creature in a 15-foot cube originating from you makes a strength saving throw. On a failed save, a creature is pushed 10 feet away from you. |

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