A colorful shield with a pattern resembling slices of pie. The shield can only be obtained from "The Wheel Of Fortune" card when drawn from the deck "Manny's Twisted Tarot".
While attuned to this Shield, you have a +3 bonus to your Armor Class, in addition to the Shield’s normal bonus to AC.
When an attack without an area of effect is blocked by the shield, its pattern begins to spin until the start of your next turn. When it stops, roll 1d6. A random color of the corresponding number activates and creates one of the following effects from the shield:
| 1d6 | Effect |
|---|---|
| Blue | A stream of blue flames bursts back towards you out of the shield, propelling you up to 200 feet in the direction the shield is facing. Any creature in the path of the shield must make a DC 18 Dexterity saving throw, taking 6d8 Bludgeoning damage on a failed save or half damage on a successful one. |
| Cyan | 30 gallons of water sprays forward out of the shield. This water freezes at the end of your turn, making any surface it froze on Difficult Terrain for 1 minute before it disappears. Any creatures the water freezes on takes 1d6 Cold damage. Creatures covered with 5 or more gallons of this water must make a DC 14 Constitution saving throw or become Petrified for 1 round. |
| Green | A green gas fills a 15-foot sphere around the shield until the end of your next turn. Any breathing creatures in the area of the gas take 1d4 Force damage if they start their turn there. Creatures damaged by this effect are teleported 100 feet away in a random direction. |
| Purple | The shield whispers an unintelligible message to each creature within 60 feet of it. All creatures within range who are not Deafened must make a DC 25 Intelligence save. On a failed save the creature turns bright purple, ending the Invisible if the creature has it, and has Vulnerability to Psychic damage until the start of your next turn. If the creature takes Psychic damage while it is purple, it becomes Incapacitated. |
| Red | The shield shoots 10 magic seeds wherever you point it. Each seed has a +6 bonus to hit. Any creatures hit by a seed takes 2 Piercing damage and must succeed a DC 18 Constitution saving throw or take 1d12 Necrotic damage for each seed imbedded in them as each seed grows into a small red fern that turns any flesh dark around it. |
| Yellow | A pulse of yellow light fills a 20-foot cone in front of the Shield. Each creature in this cone of light must make a DC 16 Wisdom saving throw, taking 2d8 Radiant damage and becoming Stunned until the start of your next turn on a failed save or taking half damage only on a successful one. |
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: Armor Class, by a Sorcerer, Combat, Warding
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