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Mourne
2017-02-27, 10:14 PM
Some work I did a while back in regards to making shields more meaningful in my campaign world. In regards to the Shield Block, repair times and costs would have to be addressed though this potentially does give better utility to some of the artisan tools and the mending cantrip (magic shields could be made to "recover" AC similar to how magic items recover charges, at the rate of 1 AC per day). The biggest concern raised seemed to be making 3/4 cover much more available than "intended by the designers" (though I always argued that the prevalence of cover is a function of the DM/encounter building; some add it and some don't).

Thoughts and feedback appreciated!

RULE ASSUMPTIONS
There are certain rules that need to be enforced (or at least interpreted a certain way) for Shields Revisited to work properly, revolving primarily around the availability of a “free hand”.

Readying or stowing a small shield, just like drawing or sheathing a weapon, requires a basic object interaction (whereas the other shield sizes require a more intensive effort). Further simple object interactions, where it makes sense, require a free hand in order to accomplish the task; if a character is wielding both a weapon and shield, this type of interaction is not possible.

Certain actions and bonus actions should be tied to having a free hand available such as using the Help action to add an ally in using a skill, the Cast a Spell action, an Attack action with a two-handed weapon, and the Grapple action.

SHIELD TYPES

SMALL SHIELD
A small shield is made from wood or metal and is carried in one hand or strapped to the forearm. Wielding a shield small shield increases your Armor Class by 1. It is easy for the wielder to release their hand from a small shield, allowing for much greater versatility than larger shields. You can use any action or equipment that would normally require two hands while wielding a small shield though you lose the benefit to AC until the start of your next turn. This is a simple enough activity that it does not require any type of object interaction as long as the shield is already equipped.

As an example, while wielding a weapon with the versatile property, you can attack with the weapon one-handed and have the benefit of the shield to your AC or you can choose to use the weapon two-handed, at which point the AC benefit of the shield is unavailable to you until your next turn.

MEDIUM SHIELD
A medium shield is made from wood or metal, the wielder’s arm typically passed through one or more handles or straps, one of which is clasped in hand. Wielding a medium shield increases your Armor Class by 2. In combat, stowing or equipping a medium shield requires a bonus action. While wielding a medium shield, if you have not moved on your turn, you can use a bonus action to gain the benefits of ½ cover. You retain the ½ cover benefit until such time as you move, fall prone, or gain a condition that would preclude the use of a shield.

LARGE SHIELD
A large shield is made from wood or wood reinforced with metal bands or rivets, it being very rare that one is made entirely of metal due to weight. Large shields are carried by the wielder’s arm through the use of multiple handles or straps as well as sometimes a strap running over the shoulder or neck. The shield is carried in one hand though sometimes an offset handle allows for a two-handed grip. Wielding a large shield increases your Armor Class by 3. In combat, stowing or equipping a large shield requires the Use an Object action. While wielding a large shield, if you have not moved on your turn, you can use a bonus action to gain the benefits of ¾ cover. You retain the ¾ cover benefit until such time as you move, fall prone, or gain a condition that would preclude the use of a shield.

Due to how cumbersome the large shield is, you have disadvantage on Constitution checks to maintain concentration while actively wielding the shield.

NEW SHIELD COMBAT ACTIONS
The following actions are meant to augment and highlight the use of shields.

SHIELD BASH
If you are proficient with a shield, when you take the Attack action, you can elect to bash an opponent with a shield that you have equipped rather than any other weapon that you may be wielding. This is treated as a Strength-based melee weapon attack.

If you use your shield to attack, you lose the shield’s AC benefit until the start of your next turn.

SHIELD BLOCK
If you're using a shield, you can at any point choose to sacrifice it to stop a blow. As a reaction, you interpose your shield against an attack that hits you and don't take damage, but your shield’s AC is reduced by 1 until such time as it can be repaired. If a shield’s AC is reduced to 0, it is destroyed.

Blocking a critical hit reduces a shield’s AC by 2. A small shield or an already damaged shield cannot be used to block a critical hit.

WEAPON AND SHIELD FIGHTING
When you take the Attack action and attack with a melee weapon that you’re holding in one hand, you can use a bonus action to attack with a shield that you have equipped in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If you use your shield to attack, you lose the shield’s AC benefit until the start of your next turn.

INTERACTION WITH EXISTING FEATURES AND FEATS
There should be no real impact with existing features or feats due to implementing Shields Revisited.

FIGHTER PROTECTION STYLE
No real impact. It might be a nice buff to this style to also allow the fighter to use a reaction to utilize the new Shield Block action for allies that are within 5 feet though the competing use of the reaction resource is odd.

SHIELD MASTER FEAT
No real effect, other than the Shield Master shove a creature bonus action would compete against any shield attack bonus action when weapon and shield fighting. I personally don’t think the addition of a +3 AC shield greatly imbalance the second bullet.

If one wanted to add a little more versatility to this feat, the following might be a good addition:

• While wielding a large shield, if you have not moved on your turn, you can use a bonus action to gain the benefits of ¾ cover. You also provide ½ cover to a single ally within 5 feet of you. You and your ally retain the cover benefits until such time as you move, fall prone, or gain a condition that would preclude the use of a shield. Any ally gaining cover also loses the benefits if they choose to move.

SHIELD ARMOR TABLE

SHIELDS


Armor
Cost
AC
Strength
Damage
Stealth
Weight



Small Shield

2 gp

+1

--

1d4

--

2 lb



Medium Shield

10 gp

+2

--

1d4

--

6 lb



Large Shield

25 gp

+3

Str 13

1d6

Disadvantage

15 lb



All shield damage is considered bludgeoning unless the shield has been modified to include a shield spike.

SPECIAL SHIELD PROPERTIES
The following properties are in addition to those presented in the PHB or Weapons Revisited.

SHIELD SPIKE
Small or medium shields can be modified to include a spike or spikes set into the face of the shield, though it is most common for a single thick spike to be set in the boss of the shield. A spiked shield increases the damage from the Shield Bash action from 1d4 to 1d6 and changes the damage type from bludgeoning to piercing.

A NEW APPROACH TO SHIELD PROFICIENCY (OPTIONAL)
Current class shield proficiencies can be modified such that if a class if proficient with light armor it also gains proficiency with small shields unless specifically prohibited by design. Classes able to use medium armor gain access to small and medium shields and, finally, those classes proficient in heavy armor gain the ability to use all shields. This covers initial shield proficiency.

The question of “how do I learn to use a shield?” is handled easiest through the feats optional rules (PHB, p. 165). A character who takes the Lightly Armored, Medium Armored, or Heavily Armored feat gains the corresponding shield proficiency. If desired, a completely new feat can be used to solely grant access to shields such as the following (for example):

SHIELD BEARER
You have trained to master the use of shields, gaining the following benefits:

• Increase your Strength or Dexterity score by 1, to a maximum of 20.
• You gain proficiency with all types of shields.

If you do not use the optional feats rule, shield proficiency can be left as is with shield proficiency covering all shields.