Armor (shield), very rare (requires attunement by a creature)

When you attune to this shield, you gain the following benefits.

  • The shield of the lake counts as a shield, as well as a martial melee weapon with which you are proficient.  The shield deals 1d6 bludgeoning damage, and has the reach property. 
  • This shield has a number of charges equal to your current level and regains all expended charges when you take a long rest.
  • You can use a bonus action to expend one charge and roll a 1d8, gaining a effect from the Legionnaire’s Roulette which lasts for one minute.

Roll 1d8

1.Your shield fortifies you against a specific threat. Choose one damage type, you gain resistance to it

2. Your shield begins to gather normalizing faith energy to be released in bursts. Before a ability check, attack roll or saving throw is made within 30ft of you, you can use a reaction to make the result a 10.


3. A medium sized ethereal shield is summoned in a unoccupied space within 20ft of you. The shield can occupy another creatures space and you can move it 20ft in any direction as a bonus. A creature who shares their space with the shield gains the benefits of half-cover so long as that creature is not yourself.

4.A warding tether extends from your shield. Choose an ally within 60ft of you. When ever that ally takes damage from any source, they will take half and you will take the other half. You can use a bonus action to shift the tether to another ally.

5. You project magical spikes all along your shield and hovering around you. Whenever a creature misses you with an attack they take force damage equal to your Proficiency Modifier.

6. You magically project a defensive field, whenever a ally is within 10ft of you they gain +1 AC.

7.You project a dampening field on the ground within 15 feet of you, causing it to serve as is difficult terrain for your enemies.

8. A translucent field extends from your shield, turning it into a tremendous tower shield with none of the weight. You function as hard cover for any effect that does not exclusively target you. Attacks and single target spells must be made around you to target someone else, but can be made against you as normal. Area of effect abilities or spells cannot originate on you and cannot extend past you so long as they move from their origins in a physical way, but they will still effect you if you are in their area.

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: Bludgeoning, Weapon Property: Reach, You can only use charges up to your level at any given time. , creature, Combat, Warding

Previous Versions

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Item Tags: Combat Warding

logrog

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