If an attack is made towards the wielder of the shield and the attack roll is 2 or less than the total AC of the target, the user of the shield can activate the shield. Upon activation, roll a D4 and choose from the list below:
D1 | Flash - A bright flash appears from the front of the shield, forcing the attacker to make a Dc 14 Con save or be temporarily blinded. The affect extends in a 5 foot cone, affecting anyone in the area.
D2 | Caltrops - A number of sharp caltrops drop from the shield, making the ground around the attacker difficult terrain and forcing the attacker to make a Dc 13 Dex save or take 1D4+1 damage. Anyone who enters the 5 ft area are forced to make the saving throw.
D3 | Stink - A small gas cloud appears, forcing the attacker to make a Dc 13 Con saving throw or use their next turn to retch and move away from the user. The cloud persists for 3 rounds, forcing anyone who starts their turn to make the saving throw.
D4 | Shock - A shock comes from the shield, forcing both the user and the attacker to make a Dc 13 Con save or become stunned until their next turn.
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.
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