Armor (shield), very rare (requires attunement by a Barbarian)

A heavy shield made from monster parts and rare metals. The fur lining its surface gives it a wild appearance.

While wielding this magic shield, you gain a magical bonus of +2 to your AC in addition to a shield's normal bonus. While attuned, you can expend charges to activate its magical effects. The Wild Devourer has a maximum of 5 charges, and gains 1 charge each time you take damage. All unused charges are lost if you neither gain nor expend a charge for 1 hour.

You can expend charges to activate the following effects:

  • Resist Harm. When you take damage, you can expend 2 charges as a reaction to gain Resistance to the triggering damage type until the end of your next turn. If that damage has more than one type, then you choose which type you gain resistance to.
  • Deflect Harm. You can expend 3 charges to cast the Shield spell as a reaction to being the target of an attack or spell. The Shield spell adds a +5 bonus to AC until the start of your next turn and negates the Magic Missile spell.
  • Absorb Harm. You can expend 4 charges to cast the Cure Wounds spell at 3rd level as an action, targeting only yourself. You regain 3d8 + 4 lost hit points.
  • Cure Harm. You can expend 5 charges on your turn to end one active condition effecting you, chosen from the following list: Blinded, Deafened, Frightened, Poisoned, or one level of Exhaustion. You can end each of these listed conditions on yourself only once per day and regain the ability to do so after finishing a long rest.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Notes: Bonus: Magic, Barbarian, Healing, Warding

Item Tags: Healing Warding

LupenTheVoidWolf

Comments

Posts Quoted:
Reply
Clear All Quotes