Armor (shield), rare (requires attunement by a by a druid or ranger)

In its dormant state this item appears to be a a seedling encapsulated in a thorny shell. If a druid or ranger attunes to this item when grasping the seedling in their hand, the thorns grow out wildly to encompass the creatures arm up to the shoulder. A creature can use a bonus action to cause the mass of thorns to form into a shield, which you cannot be disarmed of unless you are incapacitated. The shield can be dismissed as a bonus action, as the thorns reform around the wielder's arm.

When the wielder is targetted by a melee attack, it can use its reaction to expend one charge to cause the mass of thorns to rapidly extend in an attempt to restrain the attacker. The attacker must make a dexterity saving throw (DC15), or be ensnared by the thorns. Any affected creature is grappled and restrained, and takes 1d10 piercing damage at the start of its turn. An affected creature can use its action to make a dexterity (acrobatics) or strength (athletics) check to break free of the grapple. Alternatively, the thorns can be hit by magical flame causing them to recede.

When the wielder is subject to a saving throw to be forcibly moved or knocked prone, a charge can be expended to succeed as the thorns expand and grow into the ground in a protective fashion.

When either of the shield's properties are used, the wielder's speed becomes 0 and its AC increases by 2 (in addition to the shield's normal bonus) until the start of its 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: by a druid or ranger

peggers1888

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