While holding this round shield, you gain a +2 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
If you are holding the shield and push a creature within your reach at least 5 feet away, can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
As an Action you may expend 2 charges to cast Thunderwave at first level. Spell save dc: 16. Additional charges may be used to to increase the spell's level at a rate of 2 per level.
If thrown as part of a weapon attack this shield gains a range of 30/60 and becomes a +2 thrown weapon dealing 1d6 bludgeoning damage. Upon a successful hit on a creature, object, or solid surface you may expend 1 charge to select another target within 30 ft provided there is straight line between your first and second target and roll again. You may recall the shield at the end of your turn. As long as the shield holds a charge it gains the siege property.
The only ways to gain charges on this shield is to make a saving throw that reduces the damage from force or thunder, or infuse kinetic energy by striking it during a short rest rolling 1d6 + strength this may be done once a day. If this shield at any point holds over 18 charges a 9th lvl shatter is cast centering the shield, spell save dc: 16. You may roll a save for the shield adding +4, on a fail the shield shatters. On a success the shield survives and losses 18 charges
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: Bonus: Armor Class
Previous Versions
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