While attuned to this shield, you and up to 7 other beings of your choosing gain a +3 to AC.
Improved Interception: Whenever you or a creature within 10 ft of you is hit by a direct attack, you can use your reaction to reduce the damage by 2d12+10 plus your total AC.
Spell absorption: When you are a creature you use Improved Interception on is targeted with a projectile spell, if damage is completely negated by the reduction, the spell is absorbed into the shield and converted into pure arcane energy, up to 10 times. You can use this energy for a myriad of reasons:
Replenish Spell Slots: By expending 2 charges, you can recover a spent spell slot of any level for yourself or another creature.
Boosted Dash: By expending 3 charges, you can pick a direction. As an action, you can begin to move in that direction until you decide to stop or hit something. When you hit something, it takes 2d12+12 Bludgeoning damage, and is knocked prone.
Empowered Casting: By expending 1 charge, you may upcast a spell by one level while still using a slot of the intended level, ie; Healing Word at 6th level uses a 5th level spell slot.
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, Paladin, Fighter, or Cleric, Combat, Warding
Previous Versions
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