Armor (shield), very rare (requires attunement)

A shield made by an artificer from the shell of a flail snail. Because of the special care it was crafted with, it retained the magic of its original creature.

This shield has 5 charges maximum. The shield regains 1d4 + 1 expended charges daily at dawn. However, if you roll a 1 on the d4, then the shield has no charges for that day. While holding it, you can use your reaction to expend 1 of its charges to use one the following effect:

The one attuned has advantage on saving throws against spells, and any creature making a spell attack against the user has disadvantage on the attack roll. If the one attuned to the shield succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

1–2. If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the one attuned, it has no effect on the one attuned to the shield and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

3–4. No additional effect.

5–6. The shield converts some of the spell’s energy into a burst of destructive force. Each creature, excluding the one attuned, within 30 feet of the shield must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.

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.

Rolen_Staples9926

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