A Great shield of the Altman Minotaur family lineage, it served as the signature weapon of each generation of the Altman Labyrinth's protector. With the capabilities of a great offensive and defensive tool, heroes were continuously tested before their greatest battle in their own story. However, when Ziv Altman took over, he waited decades only for not one hero to arrive. It seemed the days of proving yourself in a Labyrinth were over, and it now lays in his hands as a weapon to make his own hero's story with.
Only on a bonus action used after a main action, the user can switch between an attack stance and a defense stance. In Defense stance, the user is unable to use melee attacks and spells, but in return gains +2 AC and can save an ally within 10 ft from 1d12 of damage on reaction, which also moves them 5ft towards their ally. In Attack stance, the user now regains the ability to melee, as well as the option to use the shield as a weapon, dealing 1d12 of damage, however they lose the +2 to their AC. This knocks the opponent back 10 ft, and if they hit a solid surface, they take a bonus 1d4 of force damage. If readied before "Goring Rush", the knockback is increased to 20ft, and the force damage is buffed to 2d4.
Proficiency with a Lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. A Lance requires two hands to wield when you aren't mounted.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: Heavy, Reach, Two-Handed, Topple
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