Woodrow started life as a door in a wizard's tower. He performed those duties with aplomb, opening, and closing when needed, never getting stuck or creaking unnecessarily. During a massive arcane Chaos surge, Woodrow became self-aware. Enjoying this new awareness of life, he is curious and outgoing, always has a tune on his lips or a comment on the current action, sometimes even when silence would be more appropriate.
Bite: When wielded as a shield, Woodrow's sentient nature allows him to use a reaction, once per round, to bite a combatant that lands a successful melee attack on the player wielding Woodrow, provided the attack is made from a position that is in line with the shield arm of the character. The enemy combatant must make a DC15 dexterity saving throw, or take 1d6 bludgeoning damage. Woodrow's bite reaction counts as the wielder's reaction.
Intimidating Spikes: Woodrow can be commanded by the wielder to get "Intimidating", at which time Woodrow forces the nails and screws holding him together to protrude from his face for 1 minute unless dismissed by the wielder using a bonus action. Any creature that comes in contact with Woodrow's spikes takes 1d4 piercing damage and must make a DC13 Wisdom saving throw or be disadvantaged on all attack and saving throws made when Woodrow is within 5 feet. If intimidated, a creature can break the intimidation by successfully attacking the player wielding Woodrow.
Piercing Rush: When Woodrow's Intimidating Spikes are active, the wielder can make a rush attack against a creature. On a successful hit, Woodrow's Bite and Intimidating Spikes are used against the creature, and the creature must succeed on a contested strength or dexterity check (target's choice), or be knocked prone.
Door to the familiar: Woodrow can act as a portal for up to 8 creatures of large size or smaller. Woodrow can be given the location of an existing solid wooden door, to which the wielder has seen, and the side to which the wielder wishes to enter. Woodrow can then be placed flush against a solid object and used as the other side of the stated door. Once Woodrow opens, the portal stays active until 8 creatures pass through or the door is shut. To recover Woodrow from the natural side of the door, the wielder must collect a piece of the wooden door and wash it in holy water. Woodrow will recover to his normal state in 1d6 hours after being washed. Upon full regrowth, Woodrow can not use his portal ability until the next sunrise.
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, Teleportation, Utility, Warding
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