Armor (shield), Tier 1 Upgrade-Rare, Tier 2 Upgrade-Very Rare, Tier 3 Upgrade-Legendary
A weaponized shield that can be modified to the specific needs and wants of the user, but it will become more and more costly as the upgrades ramp up.
Prerequisite Upgrades
These upgrades can be gained from the workplace of any experienced smith, but a character or NPC proficient in smiths tools can perform the upgrades if they pass the Wisdom check listed after the gp cost.
Tier 1 - 1000 gp - DC 15
The upgraded shield will gain the following benefits.
- The shield gains a +1 to its AC bonus, as well as its attack and damage rolls if it has any.
- If the shield gains an upgrade that deals damage, the shield becomes a simple weapon, unless told otherwise, with the light property, as well as any others mentioned in the upgrades list.
- The player character gains access to Tier 1 upgrades.
Tier 2 - 5000 gp - DC 20
The upgraded shield will gain the following benefits. The player must have at least one Tier 1 upgrade on each section of the shield as mentioned in the Tier 1 upgrades list.
- The shield gains a +2 to its AC bonus, as well as its attack and damage rolls if it has any.
- If the shield gains or already has an upgrade that deals damage, the shield becomes a martial weapon, with the light property, as well as any others mentioned in the upgrades list.
- The player character gains access to Tier 2 upgrades.
Tier 3 - 10000 gp - DC 25
The upgraded shield will gain the following benefits. The player must have at least one Tier 2 upgrade on each section of the shield as mentioned in the Tier 2 upgrades list. In addition, they must have a rare piece of strong metal or wood, like adamant or bronzewood to reinforce the shield. This also is required for any other Tier 3 upgrade made.
- The shield gains a +3 to its AC bonus, as well as its attack and damage rolls if it has any.
- If the shield gains or already has an upgrade that deals damage, the shield becomes a martial weapon, with the light property, as well as any others mentioned in the upgrades list.
- If the player is wielding another shield, they gain the benefits of that shield as well.
- The player character gains access to Tier 3 upgrades.
Optional Upgrades
The player has three options regarding upgrades, which can be changed for the price listed at any time. The following sections of the shield are where upgrades can be placed. No upgrade may be placed in the same place as another unless otherwise specified.
- Front - Location of the bulwark upgrades.
- Edge - Location of the edge upgrades.
- Underside - Location of the ranged upgrades.
When using the shield to attack, you may choose only one part of the shield to attack with. For example, if you had the option between a bulwark attack and a ranged attack you could only choose one, unless otherwise specified. In addition, if the shield gains a property from an upgrade, it only applies to that upgrade.
Tier 1 Upgrades
Tier 1 Bulwark Upgrades - 500 gp - DC 10
Bludgeoning Bulwark - Tier 1
A raised bump on the front of a shield makes for a heavy blow when bashed against an enemy's skull. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 1d6 bludgeoning damage on a hit.
Piercing Bulwark - Tier 1
This spike set in the center of the shield pierces the bodies of enemies. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 1d6 piercing damage on a hit.
Slashing Bulwark - Tier 1
A bladed edge set in the center of the shield can shear an enemies flesh like it's butter. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 1d6 slashing damage on a hit.
Draconic Blast Bulwark - Tier 1
A flat metal depiction of a dragons head is attached to the shield, with a special spout in the dragons open mouth. The shield gains the following property on its front.
- When you make this upgrade you must choose one damage type from acid, cold, fire, lightning, and poison. This will determine the damage type of this upgrades elemental attacks.
- As an action, you may make a melee attack against one creature, dealing 1d4 bludgeoning damage, as well as 1d6 of the elemental damage determined earlier.
Tier 1 Edge Upgrades - 500 gp - DC 10
Thrown Edge - Tier 1
This shield with a hardened edge can be thrown to create a devastating effect among your enemies. The shield gains the following property on its edge.
- This weapon gains the thrown (range 20/60) property.
- As an action, you may make a melee attack against one creature, dealing 1d4 bludgeoning damage on a hit. Alternatively, you may make a ranged attack against one creature within range, dealing 1d6 bludgeoning damage on a hit.
Burrowing Edge - Tier 1
A spade-like edge allows for a burrowing effect, although it's slow going. The shield gains the following property on its edge.
- The wielder gains a burrowing speed equal to their walking speed minus 5 feet.
Ascending Edge - Tier 1
The singular but sharp spike set in the front of this shield's edge allows for a slow ascent up most any surface. The shield gains the following property on its edge.
- The wielder gains a climbing speed equal to their walking speed minus 5 feet.
Finned Edge - Tier 1
A short, thin fin is attached to the front of this shield, allowing the user to swim, though it is laborious work. The shield gains the following property on its edge.
- The wielder gains a swimming speed equal to their walking speed minus 5 feet.
Tier 1 Ranged Upgrades - 500 gp - DC 10
Dart Shot - Tier 1
A small tube is attached to the bottom of this shield allowing it to shoot small metal darts that do as much damage as any arrow. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (80/320) properties. 20 of the metal darts that are used as ammunition for this weapon cost 20 gp at a smiths forge.
- As an action you may make a ranged attack against one creature, dealing 1d6 piercing damage on a hit.
Radiant Bolt Emitter - Tier 1
A magic node connected to a tube allows this shield to emit searing bolts of light. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (80/320) properties. 20 of the small glowing pellets that are used as ammunition for this weapon cost 10 gp at any shop that sells magic items.
- As an action you may make a ranged attack against one creature, dealing 1d6 radiant damage on a hit.
Necrotic Shadow Cannon - Tier 1
The black metal tube on the bottom of this shield is marked with strange runes that empower the necrotic energy. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (80/320) properties. 20 of the small black pellets that are used as ammunition for this weapon cost 10 gp at any shop that sells magic items.
- As an action you may make a ranged attack against one creature, dealing 1d6 necrotic damage on a hit.
Tier 2 Upgrades
Tier 2 Bulwark Upgrades - 2500 gp - DC 15
Bludgeoning Bulwark - Tier 2
The bones of your enemies will be crushed against this series of even, raised bumps on the front of this shield. The shield gains the following property on its front.
- The shield gains the heavy property.
- As an action, you may make a melee attack against one creature, dealing 2d6 bludgeoning damage on a hit.
Piercing Bulwark - Tier 2
These spikes coating the front of the shield will make enemies wish they never tried to get near you. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 2d6 piercing damage on a hit.
Slashing Bulwark - Tier 2
Most enemies will see the set of blades set in this shield and run. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 2d6 slashing damage on a hit.
Draconic Blast Bulwark - Tier 2
The raised depiction of a mighty dragons head is now much heavier. The shield gains the following property on its front.
- When you make this upgrade you must choose one damage type from acid, cold, fire, lightning, and poison. This will determine the damage type of this upgrades elemental attacks.
- The shield gains the heavy property.
- As an action, you may make a melee attack against one creature, dealing 2d4 bludgeoning damage, as well as 2d6 of the elemental damage determined earlier. The creature must make a Strength saving throw equal to 8 + the proficiency bonus + the strength modifier of the player character or be knocked back 5 feet multiplied by the amount by which they failed the check.
Tier 2 Edge Upgrades - 2500 gp - DC 15
Thrown Edge - Tier 2
A heavy edge is not the only thing this shield has, as it also packs a special modification, whether magical or mechanical, that allows it to be drawn back if thrown. The shield gains the following property on its edge.
- This weapon gains the heavy and thrown (range 20/60) properties.
- As an action, you may make a melee attack against one creature, dealing 2d4 bludgeoning damage on a hit. Alternatively, you may make a ranged attack against one creature within range, dealing 2d6 bludgeoning damage on a hit. In addition, when thrown it will return to the creature that threw it.
Burrowing Edge - Tier 2
A shovel blade set on the edge of this shield allows for quick travel underground. The shield gains the following property on its edge.
- The wielder gains a burrowing speed equal to their walking speed.
- As an action you may make a melee attack against one creature, dealing 1d6 slashing damage on a hit.
Ascending Edge - Tier 2
Three piercing spikes set in the front of this shield's edge can help with climbing and fighting. The shield gains the following property on its edge.
- The wielder gains a climbing speed equal to their walking speed.
- As an action you may make a melee attack against one creature, dealing 1d6 piercing damage on a hit.
Finned Edge - Tier 2
Allowing good swimming, the long and thick fin is perfect for movement in water. The shield gains the following property on its edge.
- The wielder gains a swimming speed equal to their walking speed.
- As an action you may make a melee attack against one creature, dealing 1d6 slashing damage on a hit.
Tier 2 Ranged Upgrades - 2500 gp - DC 15
Dart Shot - Tier 2
Two barrels are attached to the bottom of this shield, allowing for double the damage. The The shield gains the following property on its bottom.
- The shield gains the ammunition and range (80/320) properties. 20 of the metal darts that are used as ammunition for this weapon cost 20 gp at a smiths forge.
- As an action you may make a ranged attack against one creature, dealing 1d6 piercing damage on a hit. In addition, two shots may be fired per attack.
Radiant Beam Emitter - Tier 2
The magic node has been improved, allowing for extra damage. The The shield gains the following property on its bottom.
- The shield gains the ammunition and range (80/320) properties. 20 of the small glowing pellets that are used as ammunition for this weapon cost 10 gp at any shop that sells magic items.
- As an action you may make a ranged attack against one creature, dealing 2d6 radiant damage on a hit.
Necrotic Shadow Cannon - Tier 2
The runes on the tube now flow with black shadows. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (80/320) properties. 20 of the small black pellets that are used as ammunition for this weapon cost 10 gp at any shop that sells magic items.
- As an action you may make a ranged attack against one creature, dealing 2d6 necrotic damage on a hit.
Tier 3 Upgrades
Tier 3 Bulwark Upgrades - 5000 gp - DC 20
Bludgeoning Bulwark - Tier 3
Enemies won't stand a chance against this series of uneven, reinforced raised bumps on the front of this shield. The shield gains the following property on its front.
- The shield gains the heavy property.
- As an action, you may make a melee attack against one creature, dealing 3d6 bludgeoning damage on a hit. In addition, the creature must make a Strength saving throw equal to 8 + the proficiency bonus + the strength modifier of the player character, or be knocked prone.
Piercing Bulwark - Tier 3
These barbed spikes coating the front of the shield will catch enemies like flies in honey. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 3d6 piercing damage on a hit. In addition, if the creature is 1 size above the player character or below, the creature must make a Constitution saving throw equal to 8 + the proficiency bonus + the strength modifier of the player character, or be grappled. They may repeat the saving throw at the end of each of their turns, ending the effect on a success or taking an additional 2d4 piercing damage on a failure.
Slashing Bulwark - Tier 3
This set of toothed blades in this shield can cut through most things easily. The shield gains the following property on its front.
- As an action, you may make a melee attack against one creature, dealing 3d6 slashing damage on a hit. In addition, the creature must make a Wisdom saving throw equal to 8 + the proficiency bonus + the strength modifier of the player character, or be stunned, surprised by how much blood/material they just lost.
Draconic Blast Bulwark - Tier 3
The three dimensional draconic head attached to the shield looks like it was taken off a metal statue. The shield gains the following property on its front.
- When you make this upgrade you must choose one damage type from acid, cold, fire, lightning, and poison. This will determine the damage type of this upgrades elemental attacks.
- The shield gains the heavy property.
- As an action, you may make a melee attack against one creature, dealing 2d4 bludgeoning damage, as well as 3d6 of the elemental damage determined earlier. The creature must make a Strength saving throw equal to 8 + the proficiency bonus + the strength modifier of the player character or be knocked back 5 feet multiplied by the amount by which they failed the check.
- As an action you may make a ranged attack. All creatures in a 30 foot cone emitting from you must make a Dexterity saving throw equal to 8 + the proficiency bonus + the dexterity modifier of the player character or take 4d6 of the elemental damage determined earlier. This attack has three charges, and regains 1d4-1 charges after every long rest.
Tier 3 Edge Upgrades - 5000 gp - DC 20
Thrown Edge - Tier 3
This shield's edge, with a ridged, reinforced edge, has been altered to allow it to bounce between random targets, knocking them over like ninepins. The shield gains the following property on its edge.
- This weapon gains the heavy and thrown (range 20/60) properties.
- As an action, you may make a melee attack against one creature, dealing 2d4 bludgeoning damage on a hit. Alternatively, you may make a ranged attack against one creature within range, dealing 3d6 bludgeoning damage on a hit. In addition, when thrown it will return to the creature that threw it.
- When a ranged attack is made, roll a d100. On an even number the shield rebounds to a random target. If the target is the creature who threw it it returns to them as normal, dealing no damage. The creature must make a Strength saving throw equal to 8 + the proficiency bonus + the strength modifier of the player or take 2d6 bludgeoning damage and be knocked prone, not doing so and taking half as much damage on a success. Repeat this until an odd number is rolled or a target succeeds on the saving throw, at which point it returns as normal.
Burrowing Edge - Tier 3
Drills with sharpened threads are set into the front of this shield's edge, piercing through earth and enemies alike. The shield gains the following property on its edge.
- The wielder gains a burrowing speed equal to their walking speed plus 5 feet. In addition, you may tunnel through rock, sacrificing the extra five feet during this. You may also leave a tunnel if you so choose.
- As an action you may make a melee attack against one creature, dealing 2d6 piercing or slashing damage on a hit.
Ascending Edge - Tier 3
On this shield are attached three curved, thin claws, that can leave holes in rock, assisting others. The shield gains the following property on its edge.
- The wielder gains a climbing speed equal to their walking speed plus 5 feet. In addition, you may leave holes behind, sacrificing the extra five feet of movement, but leaving holes behind that allow those that climb along the same path to gain a climbing speed equal to their walking speed, as long as they climb along the same path.
- As an action you may make a melee attack against one creature, dealing 2d6 piercing damage on a hit.
Finned Edge - Tier 2
With the propulsion mechanisms and lights on this shield, you are unstoppable in the water. The shield gains the following property on its edge.
- The wielder gains a swimming speed equal to their walking speed plus 5 feet. In addition, when this swimming speed is used, a cone of light is projected bright light for 30 feet, and dim light for an additional 10 feet.
- As an action you may make a melee attack against one creature, dealing 2d6 slashing damage on a hit.
Tier 3 Ranged Upgrades - 5000 gp - DC 20
Dart Shot - Tier 3
Three barrels with improved range make this shield a powerful weapon. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (150/600) properties. 20 of the metal darts that are used as ammunition for this weapon cost 20 gp at a smiths forge.
- As an action you may make a ranged attack against one creature, dealing 1d8 piercing damage on a hit. In addition, three shots may be fired per attack.
Radiant Beam Emitter - Tier 3
The bolts of light have a longer range and can blind enemies. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (150/600) properties. 20 of the small glowing pellets that are used as ammunition for this weapon cost 10 gp at any shop that sells magic items.
- As an action you may make a ranged attack against one creature, dealing 3d6 radiant damage on a hit. In addition, the creature must make a Constitution saving throw equal to 8 + the proficiency bonus + the dexterity modifier of the player character, or be blinded by the oncoming bolt.
Necrotic Shadow Cannon - Tier 3
The tubes runes drip with shadow, and the shadows can siphon enough life force to paralyze enemies. The shield gains the following property on its bottom.
- The shield gains the ammunition and range (150/600) properties. 20 of the small black pellets that are used as ammunition for this weapon cost 10 gp at any shop that sells magic items.
- As an action you may make a ranged attack against one creature, dealing 3d6 necrotic damage on a hit. In addition, the creature must make a Constitution saving throw equal to 8 + the proficiency bonus + the dexterity modifier of the player character, or be paralyzed from loss of life energy.
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