I allow bucklers in my games. Theyre +1 and allow two handed weapon and duel weapon use.
What you've effectively done is just give everyone +1 AC.
Why not make it simple and just give everyone +1 AC?
Cause you still have to strap them on as an action, can't be used by people without proficiency in Light Armor (in my games at least), so Wizards/Sorcerers can't use them, and other reasons (I would make it so spellcasting that requires somatic components can't be cast when wielding a buckler/lantern-shield, and possibly some minor benefit to attack/damage rolls).
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Please check out my homebrew, I would appreciate feedback:
I think you could homebrew some kind of buckler that could be held in conjunction with an off-hand dagger. I'd make it a +1 to AC. But I don't think it's plausible that you could maneuver a small shield for any kind of useful defense in a hand that's also holding a hefty two-handed weapon.
I suppose I could see clear to using this homebrew buckler with a versatile weapon and still using its bigger damage die as you switch your grip between defensive and offensive as necessary.
I allow bucklers in my games. Theyre +1 and allow two handed weapon and duel weapon use.
What you've effectively done is just give everyone +1 AC.
Why not make it simple and just give everyone +1 AC?
Cause you still have to strap them on as an action, can't be used by people without proficiency in Light Armor (in my games at least), so Wizards/Sorcerers can't use them, and other reasons (I would make it so spellcasting that requires somatic components can't be cast when wielding a buckler/lantern-shield, and possibly some minor benefit to attack/damage rolls).
So +1 AC for everyone except wizards and sorcerers unless they acquire armour proficiency? And those other classes can use the fingers of their off-hand well enough to use longbows or wield two-handed weapons, but wizards who are proficient with armour can't gesture freely enough to provide somatic components?
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Here is how I would personally rule a player wanting to strap the shield onto their arm and use a two handed weapon:
I would say that the player can strap the shield onto their arm for a +1 to AC. However, they have disadvantage on dexterity, and strength saving throws while using this method of combat as they are already carrying lots of weight on themselves, hindering strength, they also have slightly hindered movement options due to how the shield and weapon are held, thus hindering dexterity.
I personally think that this seems like a decent tradeoff. More damage with the two handed weapon, but hindered movement.
"Realistically" a buckler is always gripped in the hand, like many other shields. Other shields (none of which are called "buckler") have two connection points: 1 strapped to the forearm, 1 gripped in the hand.
At best, a "buckler" that's just strapped to the arm is an awkward, improvised piece of armor. If you want to say, for example, that your half plate includes a protruding bit on your left forearm, go ahead, but it wouldn't count for extra AC.
More likely, if you just strap an exta shield-like thing to your arm, it will dangle and swing, and get in the way. More likely to hit you in your own ribs than to actually block anything. If you tighten it down enough, instead of swinging, it'll just increase the chance of injury to your arm (by giving some rotational leverage to someone hitting it).
There is the minor exception of the scottish "targe," where historically they would sometimes grip a dirk, point down, in the same hand that's gripping the shield. However, since the dagger can't be moved independently of the shield when held like that, it's functionally similar to putting a spike on a shield, just pointed "down" instead of "out." D&D 5e doesn't quite have rules for shield spikes, or hooking and such, but they could be houseruled. Regarless, this is functionally useless for using a two-handed weapon.
Ignoring "realism," I suppose you could add the weight and cost (plus some extra for labor) of a small shield, to attach it to armor, to get +1 AC. Kinda analagous to silvering a weapon. However, it'll be cheap and easy enough that everyone with armor will do it as soon as possible, and it overlaps with the Defense fighting style, which is going to either annoy a player if it doesn't stack or annoy a DM if it does stack...
You can hold a two-handed weapon and hold a shield. You just can't use a two-handed weapon and hold a shield.
I could see this ruled. But then it allows a (not every turn) free action draw or stow of the shield to allow on-turn two-handed attacks but then end of turn draw shield, no opportunity swings allowed off-turn. Gives +2 to ac every other round... Janky but could work.
You can hold a two-handed weapon and hold a shield. You just can't use a two-handed weapon and hold a shield.
I could see this ruled. But then it allows a (not every turn) free action draw or stow of the shield to allow on-turn two-handed attacks but then end of turn draw shield, no opportunity swings allowed off-turn. Gives +2 to ac every other round... Janky but could work.
Donning and doffing a shield each take a full action.
You can hold a two-handed weapon and hold a shield. You just can't use a two-handed weapon and hold a shield.
I could see this ruled. But then it allows a (not every turn) free action draw or stow of the shield to allow on-turn two-handed attacks but then end of turn draw shield, no opportunity swings allowed off-turn. Gives +2 to ac every other round... Janky but could work.
Donning and doffing a shield each take a full action.
RAW is a bit complicated for me in terms of which Use an Object actions are free and which are full actions, and how you can try to rules lawyer them into effectively getting an extra hand. I prefer to use a simpler rule in line with what seems to me to be RAI. You can use each of your hands for one thing in a turn, and you can't use those hands for a different thing until your next turn. You can use a longbow or a longsword, not both. You can dual-wield scimitars, but not hold a shield at the same time, nor do you get +2 AC during monsters' turns. You cannot roll a d10 for your warhammer on an opportunity attack if you cast a Somatic or Material spell on your previous turn.
Oh my god, I can't believe I'm about to necro a 5 year old topic. Anyways, contrary to popular media, "strap shields" were not actually strapped to the forearm, because a shield is quite heavy. even smaller heater type shields were over 5 pounds, and 5 pounds strapped to your arm would quickly become a dead weight. Yes, they had two bands on the back of the shield, where the arm went in, but the shield's weight was actually supported on the shoulders, by something called a guise.there also was more often than not, a smaller band near one edge of the shield which worked in conjunction with the guise to allow the wearer to manipulate the shield. Secondly, I've done some sparring with medieval weapons, you absolutely can hold a two handed sword and still block with the shield, and attack as well.
I'd say that, for sake of simplicity, it would be better not. This combination could be easily exploited with feats and also opens up a whole can of worms where you can wear other things while wearing more stuff, such as hats and helmets, extra clothing items over each other.
I'd prefer not, but as usual, ask your DM if you're a player, they might allow it.
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Semi-old thread, but interesting that DnD Beyond allows a character to hold a two-handed weapon and still give the +2 bonus of a shield when selected in your Equipment.
DDB lets you equip numerous weapons and shields at once.
What you've effectively done is just give everyone +1 AC.
Why not make it simple and just give everyone +1 AC?
Cause you still have to strap them on as an action, can't be used by people without proficiency in Light Armor (in my games at least), so Wizards/Sorcerers can't use them, and other reasons (I would make it so spellcasting that requires somatic components can't be cast when wielding a buckler/lantern-shield, and possibly some minor benefit to attack/damage rolls).
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I think you could homebrew some kind of buckler that could be held in conjunction with an off-hand dagger. I'd make it a +1 to AC. But I don't think it's plausible that you could maneuver a small shield for any kind of useful defense in a hand that's also holding a hefty two-handed weapon.
I suppose I could see clear to using this homebrew buckler with a versatile weapon and still using its bigger damage die as you switch your grip between defensive and offensive as necessary.
I think this +1 "Buckler" is technically called a Ring of Protection, which also has a bonus to saving throws making it more valuable.
So +1 AC for everyone except wizards and sorcerers unless they acquire armour proficiency? And those other classes can use the fingers of their off-hand well enough to use longbows or wield two-handed weapons, but wizards who are proficient with armour can't gesture freely enough to provide somatic components?
Want to start playing but don't have anyone to play with? You can try these options: [link].
Here is how I would personally rule a player wanting to strap the shield onto their arm and use a two handed weapon:
I would say that the player can strap the shield onto their arm for a +1 to AC. However, they have disadvantage on dexterity, and strength saving throws while using this method of combat as they are already carrying lots of weight on themselves, hindering strength, they also have slightly hindered movement options due to how the shield and weapon are held, thus hindering dexterity.
I personally think that this seems like a decent tradeoff. More damage with the two handed weapon, but hindered movement.
"Realistically" a buckler is always gripped in the hand, like many other shields. Other shields (none of which are called "buckler") have two connection points: 1 strapped to the forearm, 1 gripped in the hand.
At best, a "buckler" that's just strapped to the arm is an awkward, improvised piece of armor. If you want to say, for example, that your half plate includes a protruding bit on your left forearm, go ahead, but it wouldn't count for extra AC.
More likely, if you just strap an exta shield-like thing to your arm, it will dangle and swing, and get in the way. More likely to hit you in your own ribs than to actually block anything. If you tighten it down enough, instead of swinging, it'll just increase the chance of injury to your arm (by giving some rotational leverage to someone hitting it).
There is the minor exception of the scottish "targe," where historically they would sometimes grip a dirk, point down, in the same hand that's gripping the shield. However, since the dagger can't be moved independently of the shield when held like that, it's functionally similar to putting a spike on a shield, just pointed "down" instead of "out." D&D 5e doesn't quite have rules for shield spikes, or hooking and such, but they could be houseruled. Regarless, this is functionally useless for using a two-handed weapon.
Ignoring "realism," I suppose you could add the weight and cost (plus some extra for labor) of a small shield, to attach it to armor, to get +1 AC. Kinda analagous to silvering a weapon. However, it'll be cheap and easy enough that everyone with armor will do it as soon as possible, and it overlaps with the Defense fighting style, which is going to either annoy a player if it doesn't stack or annoy a DM if it does stack...
Love this! Worded it perfectly. Like, you can hold 10 swords in one hand… As long as it’s in a backpack.. lol
I could see this ruled. But then it allows a (not every turn) free action draw or stow of the shield to allow on-turn two-handed attacks but then end of turn draw shield, no opportunity swings allowed off-turn. Gives +2 to ac every other round... Janky but could work.
Donning and doffing a shield each take a full action.
RAW is a bit complicated for me in terms of which Use an Object actions are free and which are full actions, and how you can try to rules lawyer them into effectively getting an extra hand. I prefer to use a simpler rule in line with what seems to me to be RAI. You can use each of your hands for one thing in a turn, and you can't use those hands for a different thing until your next turn. You can use a longbow or a longsword, not both. You can dual-wield scimitars, but not hold a shield at the same time, nor do you get +2 AC during monsters' turns. You cannot roll a d10 for your warhammer on an opportunity attack if you cast a Somatic or Material spell on your previous turn.
Oh my god, I can't believe I'm about to necro a 5 year old topic. Anyways, contrary to popular media, "strap shields" were not actually strapped to the forearm, because a shield is quite heavy. even smaller heater type shields were over 5 pounds, and 5 pounds strapped to your arm would quickly become a dead weight. Yes, they had two bands on the back of the shield, where the arm went in, but the shield's weight was actually supported on the shoulders, by something called a guise.there also was more often than not, a smaller band near one edge of the shield which worked in conjunction with the guise to allow the wearer to manipulate the shield. Secondly, I've done some sparring with medieval weapons, you absolutely can hold a two handed sword and still block with the shield, and attack as well.
Back in 3E, and 3.5E, IIRC, the buckler cost a bunch more, and was twice as heavy, as it was entirely metal.
The other option, was the 3E Feat "Monkey Grip", which let you one had a weapon that was one size larger than you normally could wield.
I'd say that, for sake of simplicity, it would be better not. This combination could be easily exploited with feats and also opens up a whole can of worms where you can wear other things while wearing more stuff, such as hats and helmets, extra clothing items over each other.
I'd prefer not, but as usual, ask your DM if you're a player, they might allow it.
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DDB lets you equip numerous weapons and shields at once.
Guide to the Five Factions (PWYW)
Deck of Decks
Take the Defence fighting style and roleplay that your +1 AC is due to your carefully practised technique using both a buckler and a greatsword.
Or play a Thri-Kreen.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.