The shield of an ancient saint imbued with the power of the gods to protect, as well as destroy.
The shield has 8 charges and can cast the spells Shield Throw, Banner Shield, and Ward of Dawn.
Shield Throw (1 Charge) - You throw the shield at an enemy doing 1d6. The shield bounces of the enemy and hits another enemy within five feet, if no enemy is within five feet the shield returns to you.
Banner Shield (2 charges, a) - You plant your feet and hold your shield in front of you creating a 30 foot wall of light centered on you. Enemy projectiles don’t pass through the light and all ally projectiles that pass through do an extra 1d6 of damage. Cannot move while the shield is up.
Ward of Dawn (3 Charges, concentration) - You place the shield in the ground causing it to break apart and create a 15 foot radius sphere centered on you. The sphere sheds dim light. No projectiles or spells can pass into the sphere as well no spells can be cast while inside the sphere. The sphere has an AC 14 as well as HP equivalent to 18 x player level. Any enemy who enters the sphere or is within the AOE when it is cast is blinded. After an enemy leaves the sphere it must succeed on a constitution saving throw to not be blinded. Any ally within the sphere with gain temporary hit points equal to 1/4 of their total HP as well an additional 1d6 on all attack rolls. After an ally leaves the sphere the buff lasts till the end of their next turn. The spell lasts for 1 minute and when it is overpriced the sphere is destroyed the shield is returned to where it broke apart you can also use a bonus action to recall the shield.
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: Palladin, Fighter
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