Armor (shield), uncommon (requires attunement)

This magic shield has 4 charges. While attuned to it, when you take acid, cold, fire, lightning, or thunder damage, you can use a reaction to spend a charge, granting you resistance to the triggering damage type as the shield absorbs the incoming elemental energy. The energy is then stored in the shield and continues to grant you resistance to the absorbed damage type for the next minute, or until you use an action to unleash it in a 15-foot cone. All creatures in that area must make a DC 13 Dexterity saving throw, taking 3d6 of the absorbed damage type on a failure, or half as much on a success. When you do this, you can choose to spend one or more charges to increase the damage by 1d6 per charge spent. The Absorbing Shield regains all spent charges at dawn.

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: Damage: Acid, Damage: Cold, Damage: Fire, Damage: Lightning, Damage: Thunder, Damage, Combat, evocation

Item Tags: Damage Combat evocation

Wheaties96

Comments

Posts Quoted:
Reply
Clear All Quotes