Shield, +1, +2, +3 5e
Armor (shield), uncommon (+1), rare (+2), or very rare (+3)
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
Commentary by Sam West, Twitter: @CrierKobold
Are you tired of zombies getting through your blade and into your chest? Feeling let down by the barrage of arrows breaking into your precious plate? Is your typical shield regularly getting splintered by a great axe? Then you’re in need of a +1, +2, or +3 shield!
Wielding a shield without proficiency in shields has some consequences; first, you have disadvantage on Strength and Dexterity-based attack rolls, ability checks, and saving throws. Second, you can’t cast spells.
If you can live with those consequences, you do benefit from the armor bonus.
While you wield them and draw them like weapons, Shields count as Armor. Some features don’t allow you to perform specific actions while wearing armor; shields aren’t worn. Features like Unarmored Defense on the Monk class also specify you can’t wield shields to benefit from them, where Barbarian’s Unarmored Defense specifies you can wield a shield and stack it on top of your Unarmored Defense AC.
A +1 to +3 AC on top of a +2 adds up quickly, especially when stacked with heavy armor. As a DM, be cautious about giving out too many AC bonuses, or else you’ll find some characters near unhittable while the rest of the group is getting squashed by things with a hit modifier far above what they’re expecting.
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