Armor (shield), very rare (requires attunement by a Withstand continuous Firespray for short rest.)

Large spiked tower shield, with smoldering glow.

Shield Bash - 2d6+str Bludgeoning dmg. plus 1d6 Fire dmg. plus 1d6 Piercing dmg.

Shield Charge - The player moves up to 30 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, it makes a shield bash attack against that creature. If the attack hits, the target must also succeed on a DC 17 Strength saving throw or be pushed ahead of the player for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 2d6 + str bludgeoning damage, or 4d6 + str bludgeoning damage if it was already prone.

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: Damage: Bludgeoning, Damage: Fire, Damage: Piercing, Withstand continuous Firespray for short rest.

The_Jack

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