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Shields - Uncommon

Adamantine Reinforcement
Requires 1 slots
Requires adamantine as material
This shield is reinforced with adamantine, one of the hardest substances in existence. Any critical hit against the wearer becomes a normal hit.  
Barrier Layer
Requires 2 slots
The wearer can use their reaction to reduce an incomming source of piercing damage by 3 (reduction before resistance).   If the wearer has to make a saving throw against taking half piercing damage, the wearer takes no damage on a succes and half damage on a fail.  
Bull Rush (Uncommon)
Requires 2 slots
As part of the attack action, the wearer can replace one attack with the folowing action. They move up to 20 ft. toward a target, and make a melee weapon attack using the shield against it. This attack counts as a weapon attack the wealder is proficient in. If hit, the target takes 1d8 + STR bludeoning damage and must make a DC 14 Strength saving throw. On a failed save, the creature is knocked prone. The wielder can use this ability a number of times equal to their proficiency modifier, which recharges on a long rest.  
Engraving of the Sentinel
Requires 2 slots
The wearer has advantage on initiative rolls and Perception checks.  
Engraving of Warmth
Requires 2 slots
The wearer has resistance to cold damage. In addition, they can tolerate cold environmental temperatures, preventing them from sufferning negative effects from hypothermia.  
Floating Shield
Requires 1 slots
The wearer can use an action to doff the shield and cause it to float 3 feet above the ground in an unoccupied adjacent space of their choice. The shield can remain in this position, and can carry up to 500 pounds. If more weight is placed on it, the shield and it's cargo fall to the ground.   The wearer can command the shield using a bonus action. It can be commanded to follow the wearer, and it will remain within 5 ft. of the wearer while they move. It can be commanded to remain where it is, or be moved 20 ft. horizontally or vertically. While folowing the wearer, it perfectly traces the wearer's movement through space, and can move across uneven terrain, up or down stairs, slopes and the like.   The effect ends if the shield is ever more than 100 ft. from the wearer.  
Guardian Emblem
Requires 2 slots
Requires attunement by a Divine spellcaster
This emblem is the symbol of a deity or a spiritual tradition, and is attached to the shield.   The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to cause the critical hit to count as a normal hit instead.   The emblem regains all expended charges once the wearer finishes a Long Rest.  
Ricocheting Throw
Requires 2 slots
The shield has the thrown property, with a range of 20/60 ft. As part of their attack action, the wearer can replace one attack with the folowing action. They can make a ranged weapon attack throwing the shield at a creature within range. This attack counts as a weapon attack the wealder is proficient in. If hit, the creature takes 1d8 + STR bludeoning damage and must make a DC 14 Strength saving throw. On a failed save, the creature is knocked prone. After the attack, the shield bounces back to the wealder and does not require an action to be donned again. The wielder can use this ability a number of times equal to their proficiency modifier, which recharges on a long rest.

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