Armor (shield), rare (requires attunement)

While holding this shield, you have a +1 bonus to AC, and when you are forced to make a Dexterity or Constitution saving throw for an effect that deals a particular type of damage determined by the shield's creation, you can use your reaction to place the shield in the path of the effect and block it using the shield.

You take no damage from the effect. If it affects an area, the effect treats your space as total cover, potentially changing the area that it affects. Each creature in the area that you're granting cover to has advantage on any saving throws against the effect, and on a success they take no damage if they would normally take half damage on a successful save. The shield can't be used in this way again until the next dawn.

The DM chooses the type of damage blocked by the shield or determines it randomly from the options below.

d6 Damage Type
1 Acid
2 Cold
3 Fire
4 Lightning
5 Poison
6 Radiant

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, Combat, Warding

Item Tags: Combat Warding

BenevolentEvil

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