While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Unlike a normal antimagic zone, spells may still be cast within this sphere. After the completion of casting, the shield immediately counters the spell at the cost of your life, dealing 1d8 damage per spell level to the wielder of the shield. Any spells already active are also dispelled when within the 10-foot-radius invisible sphere, also dealing 1d8 damage per spell level to the wielder.
The wielder must make a wisdom save (DC 17) to drop or throw the shield. The 10-foot-radius invisible sphere of antimagic goes away when no one is holding the shield.
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.
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