These shields were particularly popular among artificiers in the Last War, especially those inclined to discourage their opponents from brawling with them. Loaded with a magically triggered explosive, they are a powerful deterrent to anyone thinking of striking their wielder twice.
While you are wielding and attuned to this shield, you may use your reaction when you are hit by a melee attack to detonate the blasting charge within the shield. The creature must succeed on a DC15 Dexterity saving throw, taking 3d10 fire damage and is blinded until the end of its next turn, or half as much on a success. Once you use this feature, you must spend ten minutes to refill the explosive reservoir within the shield and reset the charge.
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.
Previous Versions
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Coming Soon
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