While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
If you succeed on a saving throw against a spell or a spell's attack roll misses you, the shield absorbs the spell's energy channeling into destructive force if the spell is of 1st level or higher. The shield can on hold onto this energy for one turn. Depending on the range of the spell used the shield can deliver that energy back at its source as a reaction, or as a Magic action on your following turn. If the casting range of the spell was greater then 5ft, you can target the caster if they are still within the casting range, if the casting range was touch then you put the shield between you and the target. When you take this Magic action the target must make a Dexterity saving throw using their own spell save DC against the roll. [Failure]: The target takes 3 (1d6) force damage per level of the spell. [Success]: Half the amount of damage.
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: Advantage: Saving Throws, Combat, Warding
Previous Versions
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3/5/2026 9:17:14 PM
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Coming Soon
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