Shields are a type of Equipment that provide bonuses to characters'
Armour Class and reduce the chance of being hit by enemies.
Shields are always equipped in the character’s offhand.
Those who have trained to fight while wielding shields can use them effectively in combat.
Wielding a shield without Proficiency will impose
Disadvantage on all Ability Checks,
Saving Throws, and
Attack Rolls, as well as prevent you from casting Spells.
Classes that have proficiency with
Shields:
The following Races start with proficiency with
Shields:
Taking the Moderately Armoured Feat will grant you proficiency with both
Medium Armour and
Shields.
Shield |
Armour Class Bonus |
Weight |
Price |
Special
|
Fossilised Shell
|
+2 |
2.7 kg
5.4 lb
|
6 |
|
Metal Shield
|
+2 |
2.7 kg
5.4 lb
|
50 |
|
Organic Shield
|
+2 |
2.7 kg
5.4 lb
|
50 |
|
Scrapwood Shield
|
+2 |
2.7 kg
5.4 lb
|
15 |
|
Studded Shield
|
+2 |
2.7 kg
5.4 lb
|
15 |
|
Training Shield
|
+1 |
0.5 kg
1 lb
|
3 |
|
Wooden Shield
|
+2 |
2.7 kg
5.4 lb
|
15 |
|
Absolute's Warboard
|
+2 |
2.7 kg
5.4 lb
|
70 |
|
Gloomstrand Shield
|
+2 |
2.7 kg
5.4 lb
|
70 |
Stealth +1
|
Glowing Shield
|
+2 |
2.7 kg
5.4 lb
|
70 |
|
Ironvine Shield
|
+2 |
2.7 kg
5 lb
|
45 |
Ironvine: While the wielder is holding a weapon empowered with Shillelagh, and when they are hit by a melee attack, the attacker takes 1 Piercing Damage.
|
Safeguard Shield
|
+2 |
2.7 kg
5.4 lb
|
55 |
Saving Throws +1
|
The Real Sparky Sparkswall
|
+2 |
2.7 kg
5.4 lb
|
70 |
- Lightning Aura: Consume 3 Lightning Charges and release a blast of electricity that damages and Jolts nearby enemies.
- Jolted (Condition): Takes 1d4
Lightning damage each turn and can't take Reactions. Removed upon leaving the Lightning Aura.
|
Watcher's Shield
|
+2 |
2.7 kg
5 lb
|
70 |
|
Wood Woad Shield
|
+2 |
1.2 kg
2.7 lb
|
115 |
- Woad's Ensnaring Strike: Your attack summons thorny vines that possibly
Ensnare your target.
|
Absolute's Protector
|
+2 |
2.7 kg
4.5 lb
|
300 |
|
Adamantine Shield
|
+2 |
2.7 kg
5.4 lb
|
190 |
- Adamantine Shield: When a melee attack misses you, the attacker is sent
Reeling for 2 turns.
Shield Bash: When a foe hits you with a melee attack, you can use your reaction to knock them Prone unless they succeed a Dexterity Saving Throw.
- Attackers can't land Critical Hits on the wearer.
|
Iron-Banded Shield +1
|
+3 |
2.7 kg
5.4 lb
|
300 |
|
Justiciar's Greatshield
|
+2 |
2.7 kg
5.4 lb
|
300 |
|
Ketheric's Shield
|
+2 |
2.7 kg
lb
|
300 |
|
Sentinel Shield
|
+2 |
2.7 kg
4.5 lb
|
1140 |
|
Shield +1
|
+3 |
2.7 kg
5.4 lb
|
300 |
|
Shield of Scorching Reprisal
|
+2 |
2.7 kg
5.4 lb
|
190 |
Shield Bash: When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving Throw.
- Grants
Resistance to Fire damage.
- Blazing Retaliation: Once per Short Rest, use a Bonus Action to huddle behind your shield to increase your Armour Class by 1 and reap scorching retaliation upon attackers who miss you. When an attacker misses you with a melee attack, they take 1~6 Fire damage. (On Save, target still takes half damage)
|
Shield of Shielding
|
+2 |
2.7 kg
5.4 lb
|
190 |
|
Abdel's Trusted Shield
|
+2 |
2.7 kg
5.9 lb
|
570 |
|
Shield of Devotion
|
+2 |
2.7 kg
5.4 lb
|
570 |
|
Shield of the Undevout
|
+2 |
2.7 kg
5.9 lb
|
570 |
- Dreadful Hewer: Your foes have
Disadvantage on Saving Throws to resist your spells or actions that inflict Fear.
- Additional Spell Slot: You gain 1 level 1 spell slot.
Shield Bash: When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving Throw.
|
Swires' Sledboard
|
+2 |
2.7 kg
5.4 lb
|
360 |
- Shield Conduit: The shield shrouds the wearer with
Force Conduit at the start of its turn in combat.
Shield Bash: When a foe hits you with a melee attack, you can use your Reaction to knock them Prone unless they succeed a Dexterity Saving Throw.
|
Viconia's Walking Fortress
|
+3 |
2.7 kg
5.4 lb
|
760 |
|