The Player's Handbook rules for shields are simple, and easy to remember, but sometimes a little overly simplistic. They're fine, but for those who prefer a little variety, here are rules for a few different kinds of shields which you can implement in your games if you prefer a little more detail.
You can only benefit from one of these shields at a time. Bucklers: A buckler can be made from metal or wood, and can be carried in one hand or strapped to a wrist or shoulder (when worn on the shoulder, this is known as an ecranche). Wielding a buckler increases your Armour Class by 1. As a bonus action if you are using a buckler in your hand, you can choose a target, and gain +1 to your Armour Class against melee attacks by that target. Although it cannot be used as a weapon, wielding a buckler in one hand counts as using a light weapon. Small Shield: A small shield can be made from metal or wood, and is carried in one hand. Wielding a small shield increases your Armour Class by 1. As a bonus action, you can choose a target, and gain +1 to your Armour Class against attacks by that target. Medium Shield: A medium shield can be made from metal or wood, and is carried in one hand. Wielding a medium shield increases your Armour Class by 2. (This is the standard "shield" option from the Player's Handbook) Large Shield: A large shield can be made from metal or wood, and is strapped to one arm. Wielding a large shield increases your Armour Class by 2. As a bonus action, you can choose a target, and gain +1 to your Armour Class against attacks by that target. Tower Shield: A tower shield (also known as a pavise) can be made from metal or wood, and carried in one hand or strapped to an arm, which cannot be used for other purposes such as reloading. Wielding a tower shield increases your Armour Class by 2 and gives you disadvantage on melee weapon attack rolls. As a reaction when you are subject to an attack or effect that requires a Dexterity saving throw, you can set the tower shield against the attack, and gain three-quarters cover (+5 bonus to Armour Class and Dexterity saving throws) against the effect or attacks from that creature until the start of your next turn. You may also choose to shield another creature within 5 feet of you, giving both you and the creature half cover (+2 bonus to Armour Class and Dexterity saving throws) against the effect or attacks from that creature until the start of your next turn. If you use a tower shield to set against an attack, your movement speed is reduced to one-half for your next round. (Additional benefit for the Shield Master feat: If you use a tower shield, you do not take disadvantage on melee weapon attack rolls) Also posted on Game Masters Stash on 12 October 2021. Comments are closed.
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