Shields

Shield Type AC Bonus Bash Strength Req Other

Light

+1

1d4

None

Medium

+2

1d8

Str 13

Heavy

+3

1d12

Str 17

Resistance to area effect damage

Notes
  • Shield bash requires proficiency with shields, but AC bonus does not.

Baseline Cost

Item Quality

Quality Effect Resource Cost

Fine

+1 AC, +1 slot

5 (major)

Superior

+2 AC, +2 slots

10 (major)

Exceptional

+3 AC, +3 slots

15 (major)

Masterwork

+4 AC, +4 slots

20 (major)

Legendary

+5 AC, +5 slots

25 (major)

Materials

TBD

Enhancements

All shields have one enhancement slot by default. Higher-quality shields has more.

Resistance

Gain Resistance to the specified damage type.

Type Cost

Bludgeoning

5 (major enhancement)

Slashing

5 (major enhancement)

Piercing

5 (major enhancement)

Acid

5 (major enhancement)

Thunder

5 (major enhancement)

Fire

10 (major enhancement)

Frost

10 (major enhancement)

Lightning

10 (major enhancement)

Necrotic

15 (major enhancement)

Force

15 (major enhancement)

Radiant

15 (major enhancement)

Bonus Defense

Defense besides the basics.

Enhancement Description Cost

Invulnerability

Immune to nonmagical damage

10 (exceptional enhancement)

Spell Reflection

Reflect incoming spells up to level X, max once/rd

2 times X (exceptional enhancement)

Powers

Cool powers!

Enhancement Description Cost

Invisibility

Gain 10 rds/day of invisibility

5 (exceptional enhancement)

Etherealness

Gain 10 rds/day of etherealness

10 (exceptional enhancement)

Summonable

Can don or doff as a bonus action, stored as worn item (bracer, belt, etc)

5 (exceptional enhancement)

Minor Enchantments

These cost half as many slots (0 slots for one, 1 for two or three, 2 for four or five, etc)

Enhancement Description Cost

Glamered

Illusion makes it look like something else.

5 (major enhancement)

Silenced

Removes Stealth disadvantage from medium armor.

10 (major enhancement)

Suppressed

Removes Stealth disadvantage from heavy armor.

15 (major enhancement)

Also check out Inscribe Rune

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