This metallic shield is adorned with glowing energy patterns that pulse with power. While holding the shield, you have a +2 bonus to your AC. The shield has 50 charges, and you can expend charges to create a protective barrier of energy around yourself or allies.
Light Shield - When you take damage, you can use your reaction to expend 1 charge to reduce the damage taken by 2d6 + your Constitution modifier. This damage reduction applies to all damage types.
Energy Bulwark - As a bonus action you can expend 5 charges to create a larger shield of energy that projects out as if it was the night sky it extends to cover allies within 30 feet of you, Shield Dimensions are 15ft either side of you and 15ft tall. This shield lasts for 1 minute or until it has absorbed a total of 50 points of damage. While the shield is active, allies within the shield gain resistance to all damage types. Creatures directly behind the barrier have ¾ cover against attacks that originate from the other side of the barrier and can seen through without issue. Any attack that misses a creature directly behind the barrier hits the barrier, which has 50 hit points and an AC of 1. If the shield is hit by a disintergrate spell it loses all Hitpoints immediatly but asorbs all damage even if it is more then the max HP of the shield. Any creature that attempts to run through or climb over the barrier takes 2d6 force damage and must succeed on a DC 15 Strength saving throw or be knocked prone.
Repulsion. When a creature misses you with a melee attack while you hold this shield, you can use your reaction to pull a trigger expending 1 charge and sending a pulse of energy through the attacking creature. The creature must make a DC 15 Strength saving throw. On a failure, the creature is knocked prone, and is disarmed of the weapon with which it made the attack, or of its spellcasting focus or component if it was a melee spell attack. The item flies 15 feet away in a random direction (roll a d8 to determine the direction where a 1 = North, 2 = Northeast etc.)
The shield regains 1d4+1 charges at dawn. If the shield runs out of charges, it loses its magical properties until it is recharged. Recharging the shield requires the use of a Forerunner power core, which is a rare and valuable item.
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, Combat, Warding
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