While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
The shield has a metal cage with a spike mounted on it.
If the torch is lit it will cast bright light in a 20foot sphere and dim light a further 20 feet.
As the spike heats up it can be shot with the trigger mechanism into a target.
The spike alone deals 1d6 damage and if shot will reduce the shields AC by 1.
If the torch has been burning for at-least a 60 seconds the spike will deal an extra 1d8 fire damage.
The spike must be retrieved and reset inorder to return the shield to a +1 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: Bonus: Armor Class, Combat, Warding
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