While holding this shield, you can activate a lever as a bonus action that will cause the shield to expand and attach to the ground. The shield is now fixed in place, and can provide partial cover to a medium creature, and full cover to a small or tiny creature. However, when the shield is being used for cover, no creature can benefit from the +2 bonus to AC.
Converting the shield back to handheld form takes an action, as a lever is pulled which retracts the expanded portions of the shield.
When in it's expanded form, enemies can attack the shield itself. It has an AC of 15, and 20 health. If the shield is reduced to 0 health in it's expanded form, it breaks and falls over, no longer providing cover, or able to be used as a shield.
As an action in combat, a player can make a DC 10 tinker's tools check to fix the shield if it is damaged, but not broken. The shield regains 1d6 health on a success, or loses 1d6 health on a failure. On a critical success or failure, roll 1d12 instead. This check can be made with advantage if a player takes a minute to tinker with the shield.
If the shield is broken, a player must tinker with it over the course of a short or long rest to repair it. A character proficient with tinker's tools can automatically restore the shield to full health. A character without tinker's tools proficiency must make a DC 10 tinker's tools check. On a success, the shield is back to full health. On a failure, the shield is significantly damaged, and the character must use 50 gp worth of parts to attempt to repair it again.
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: Utility, Warding
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