While equipped and attuned, if you are attacked and the attack misses but the roll result is more than a 10, the attack is blocked by the shield and its effect trigger. Roll d100 and consult the following table to discover what happens.
Unless otherwise stated, if the effect causes you to cast a spell from the shield, the spell's save DC is 15. If an effect requires a target, the attacker is the target. If an effect covers an area, it starts from the shield and proceeds towards the target, placing the shield at the center of one edge of the area with you outside of it. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
1d100 | Result |
---|---|
1 – 2 | You cast slow. |
3 – 4 | You cast haste. |
5 – 6 | You cast faerie fire. |
7 – 8 | You cast darkness. |
9 – 10 | You are stunned until the start of your next turn, believing something awesome just happened. |
11 – 12 | The target is stunned until the start of its next turn, believing something awesome just happened. |
13 – 14 | You cast gust of wind pointed at the target. |
15 – 16 | You cast alter self on yourself, requiring no concentration. Roll 1d3 to determine effect. Anything else is determined by the GM. |
17 – 18 | You cast detect thoughts on the target. |
19 – 20 | You cast stinking cloud. |
21 – 22 | You cast enlarge/reduce. Roll 1d2 to determine effect. Roll another 1d2. 1 means you cast on yourself and 2 means you cast on the target. |
23 – 24 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |
25 – 26 | You cast color spray affecting 10d10 hit points worth of creatures. |
27 – 28 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. 1-5 Badger, 6-10 Cat, 11-15 Eagle, 16-20 Hyena, 21-25 Octopus, 26-30 Giant Rat, 31-35 Axe Beak, 36-40 Elk, 41-45 Giant Owl, 46-50 Giant Wolf Spider, 51-55 Panther, 56-60 Wolf, 61-65 Giant Goat, 66-70 Reef Shark, 71-75 Brown Bear, 76-80 Dire Wolf, 81-85 Giant Eagle, 86-90 Allosaurus, 91-95 Giant Constrictor Snake, 96-100 Giant Scorpion. |
29 – 30 | You cast plant growth. |
31 | You cast lightning bolt. |
33 – 34 | You cast etherealness on everything in a 20 foot cube. |
35 – 36 | A cloud of 600 oversized butterflies fills a 30‐foot cube. The area becomes heavily obscured. The butterflies remain for 10 minutes. |
37 – 38 | You cast flesh to stone on the target, requiring no concentration. They return to flesh after 1 minute. |
39 – 40 | You cast plant growth. |
41 – 42 | Deludes wielder for 1 round into believing the shield functions as indicated by a second die roll (no save). |
43 – 44 | You cast fireball. |
45 – 46 | 2d10+20 gems, value 1 gp each, shoot forth in a 30-ft. cone. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets. |
47 – 48 | You cast invisibility. Roll 1d2. On a 1, you cast it on yourself. On a 2, you cast it on the target. |
49 – 50 | The target's skin becomes blue, green, yellow, or purple for 2d10 days. |
51 – 52 | Leaves grow from the target. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |
53 – 54 | Leaves grow from you. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |
55 – 56 | You cast entangle. |
57 – 58 | The target must make a DC 15 Constitution saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |
59 – 60 | You cast transmute rock using the Transmute Rock to Mud effect. |
61 – 62 | You cast eyebite (DC 20) on the target. Roll 1d3 to determine which effect. |
63 – 64 | You cast teleport on the target. The destination is the location they were at exactly a day ago. The result is On Target. |
65 – 66 | You cast wall of stone requiring no concentration. |
67 – 68 | You cast invisibility on both you and the target as well as on every creature standing within 5 feet of either of you. |
69 – 70 | You cast antimagic field that lasts for 1 minute and requires no concentration. |
71 – 72 | You cast forcecage (DC 20). |
73 – 74 | Water in a random container within 100 feet turns to wine. |
75 – 76 | The target changes sex. This is reversible with a greater restoration spell. |
77 – 78 | You change sex. This is reversible with a greater restoration spell. |
79 – 80 | You cast hold monster on the target (DC 20). |
81 – 82 | You cast plane shift (DC 20). Roll on the Astral Color Pools table in Chapter 2 of the Dungeon Master's Guide to determine which plane. If the result is Material Plane, roll again. |
83 – 84 | The target is affected by one form of Short-Term Madness. |
85 – 86 | You are affected by one form of Short-Term Madness. |
87 – 88 | The target is affected by one form of Long-Term Madness. |
89 – 90 | You are affected by one form of Long-Term Madness. |
91 – 92 | You cast reverse gravity (DC 20). |
93 – 94 | You cast imprisonment on the target (DC 20). |
95 | You change the day/night cycle of the world, pushing it forward by half a day. |
96 | You cast shapechange, requiring no concentration. Roll 1d2. On a 1, you cast it on yourself. On a 2, you cast it on the target. The new form is the last non-humanoid creature they saw that is their size or larger. |
97 | You cast conjure celestial summoning a celestial of the GM's choosing. It is friendly to you. |
98 | You cast invulnerability on yourself requiring no concentration. While the spell lasts, your sense of touch is numb and you can't eat or drink. |
99 | The last monster you killed of a CR equal to your level or higher is reincarnated as per reincarnate except it returns in its original body. It still hates you. |
100 | You cast power word heal on the target. |
The Shield of Wonder is inspired by Goblins, the web comic. Go check it out.
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: Petrified, Damage, Control, Debuff, Utility, Combat, Deception
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