Armor (shield), very rare (requires attunement)

+2 magic shield

A Tower Shield made from heavy black iron and bronze plates. The layered sheets of metal form a stylized grimacing face with a jagged mouth on the front of the shield. The eyes of the face glow red and flare up with a ghostly flame when active. This item has 3 charges that reset after a long rest. As a reaction, when an attack roll misses the user the user may expend one of the charges on this item and open the shields mouth, exposing the portal behind it. The portals created by this item are exits only. Roll 1d8. The shield cannot generate the same effect more than once per day. Results that have already been generated must be rerolled. The result of the die determines the portals effect. If an effect requires a saving throw the dc = 16. A bronze plaque just above the handle labels the item as "Yakupoh's Marvelous Multiplanar Barrier".

  1. Scorching Maw: The Shield opens wide, exposing a flaming red portal to the elemental plane of fire. A pillar of fire erupts from the maw in a 20ft line. All creatures in the way of this attack must make a dexterity saving throw. On a fail the creature takes 3d8 points of fire damage, or half as much on a save, and is set on fire for 1 minute. The creature takes an additional 1d8 fire damage on the start of their turns until they use an action to put the fire out. The creature can repeat the save at the end of each of its turns.

  2. Crushing Maw: The Shield opens wide, exposing a glittering black portal to the elemental plane of earth. Rubble, debris and an assortment of metals and gemstones are forcefully ejected from the maw. Creatures within a 10ft cube In front of the Shield must make a strength saving throw taking 3d8 points of bludgeoning damage on a fail or half as much on a success. Creatures of size medium or smaller that fail the save are buried under the rubble and knocked prone and restrained. the creature can use their action on their turn to free themselves from the piles of rocks and debris. The ejected material crumbles and turns to dust after 1 minute.

  3. Torrential Maw: The Shield opens wide, exposing a gleaming blue portal to the elemental plane of water. A powerful jet of water is blasted out of the shield in a 20ft line. All creatures  in the way of this attack must make a strength saving throw. On a fail the creature takes 3d8 points of bludgeoning damage and is pushed 20ft away from the user and knocked prone. On a success the target takes half damage. The water spewed out by the shield evaporates after 1 minute.

  4. Tempestuous Maw: The Shield opens wide, exposing a swirling grey portal to the elemental plane of air. Crackling, semi transparent black fog slowly leaks from the shield and forms into a spherical 10ft radius storm cloud in front of the user. A creature that enters the cloud or starts its turn in it must succeed on a dexterity saving throw or take 3d8 lightning damage. The cloud remains there for 1 minute or until it is blown away by strong wind.

  5. Shimmering Maw: The Shield opens wide, exposing a mesmerizing green portal to the Feywild. All creatures that can see the opening of the shield must make a wisdom saving throw or become charmed for 1 minute. While charmed in this way a creature becomes mesmerized by an illusion playing in its head. The creature cannot move and it cannot take actions or reactions. It is also blind and deaf to the world around it. Another creature can wake the charmed victim with an action. Additionally, if a creature charmed in this way takes damage it is also woken up. If forced to wake up the creature takes an additional 3d8 psychic damage. The creature can repeat the save at the end of each of its turns.

  6. Dreadful Maw: The Shield opens wide, exposing a shadowy greyscale portal to the Shadowfell. The portal emits a withering, black pulse in 15 foot cone in front of it. A Creature hit by the pulse must make a Constitution saving throw. On a failure the creatures filled with dread and lethargy. The creatures hit point maximum is reduced by 3d8 and its speed is halved for 1 minute. The creature regains its hit points after a short or long rest. The creature can repeat the save at the end of each of its turns to regain its movement speed.

  7. Infernal Maw: The Shield opens wide, exposing a screaming amber portal to the lower planes, barricaded behind a row of iron bars. Dozens of shadowy demonic appendages covered in toothy mouths, bloodshot eyes and screaming faces reach out of the portal and violently grasp and tear at anything in reach, held back only by the iron bars of the portal. All creatures within 10ft of the shield must make a charisma saving throw. On a failure a creature takes 3d8 necrotic damage and becomes frightened. This condition lasts for 1 minute or until the creature no longer see's the shield. The creature can repeat the save at the end of each of its turns to end the fear early.

  8. Seraphic Maw: The Shield opens wide, exposing a bright white portal to the higher planes. The user is enveloped in an angelic aura. All creatures that are friendly to the user and are within 10ft of the user regain 3d8 hit points. All other creatures within 10ft of the user must make a wisdom saving throw. On a fail a creature takes 3d8 radiant damage and becomes blinded until the end of their next turn.  

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

Previous Versions

Name Date Modified Views Adds Version Actions
4/11/2021 4:16:08 PM
8
1
1
Coming Soon
5/24/2021 9:03:15 PM
6
1
2
Coming Soon
12/14/2021 7:49:37 PM
9
1
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Coming Soon
Yakupoh

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