Armor (shield), legendary (requires attunement by a saving someone from near-death, or forging armor for someone else.)

A medium-sized iron lions head that attaches to one's arm, a magic shield can be summoned from it as a bonus action and dispelled as a bonus action. When active, the shield-bearer takes a -10 movement penalty, and cannot attack with anything except the shield, which does 1d4+1 Bludgeoning damage.

Shield AC bonus: +3

Shield HP: 10

Damage: 1d4+1 Bludgeoning

Shield Bash: As both movement and action, the user may dash forward up to 40ft., being stopped by the first obstacle they reach, whether creature or object. If creature, the creature must make a DC 12 Dexterity saving throw, or receive 1d4+1 Bludgeoning damage. This ability can be used as a Reaction to stop a charging enemy, knocking both people Prone, and uses the player's next action. If used while Rallying, the target also becomes Stunned for one round on a successful hit, and can effect creatures adjacent to the target.

Avid Protector: When deployed, the shield protects the user and anyone of the same size or smaller in a straight line up to 15ft. behind them. Any physical damage is taken on directly by the shield, which has 10 HP. If all HP is used, the shield retracts, and the remaining damage is applied to the intended target. It takes one full round to recharge before the shield can be summoned again.

Rally: Once per long rest as an action, the wielder may channel the spirit of St. Brigitte to rally their allies, with the following effects:

-The wielder's movement speed increases by 15ft. for 2 rounds.

-The wielder's AC receives an increase of +1 for 2 rounds.

-The shield's HP becomes 12. If the shield is destroyed, it still takes one full round to recharge before it can be deployed again.

-The shield becomes Double-Wide, protecting the user and adjacent allies, any ally in a straight line behind the shield, and any allies up to one size larger behind the shield as well.

-All allies within a 30ft. radius receive 1d6 points of health each round for 2 rounds, with any excess becoming over-health. Any leftover over-health vanishes after 6 rounds following the end of the rally.

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: Speed Reduction: Impose, Bonus: Armor Class, Melee Weapon Attack: Bludgeoning, Stunned, Prone, saving someone from near-death, or forging armor for someone else., Healing, Buff, Movement, Combat, Warding

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2023 9:15:54 PM
3
1
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Coming Soon

Item Tags: Healing Buff Movement Combat Warding

ndawgshedd

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