![]() ![]() The spell must be triggered within 24 hours of casting, or be lost. In addition you may turn invisible as per the conditions of the spell invisibility (requires concentration, ends if you attack a creature) and teleport up to 60ft to an unoccupied space that you can see. When triggered a stunning blast of magical force affects anyone within 30 ft., doing 2d10 damage (half on a successful Strength saving throw) and causing them to be stunned for 1 turn (no effect on save). You weave a protective aura around yourself (or a willing target you touch) that you are able to trigger using a reaction the moment you take damage from an attack. ![]() Lavinia’s Stunning EscapeĬasting Time: 1 minute (activated with a reaction) if you don’t play many combats in an adventuring day. This essentially limits its use to once per fight, which could be a really good way of limiting shield‘s effectiveness, esp. Using this mechanic, the spell has to be cast before combat using a longer casting time and then is triggered later, using a reaction, during combat. Or you could steal a mechanic I used many years ago for a couple of high level defense spells I created (such as Lavinia’s Stunning Escape, below… which, yes, is massively overpowered!). There are even a couple more alternative fixes I could suggest, such as not being able to cast shield on successive turns perhaps. However, I personally prefer just sticking a top limit on, which is easy to remember. (It kinda makes sense… the more armour you have, the less help having a protective magical barrier provides vs. If you want to be a bit kinder to Eldritch Knights and Artificers, for example, you could use my original idea that the AC bonus depends on whether you’re wearing no armour / light armour (+5), medium armour (+4) or heavy armour (+3). But it’s never going to result in players spamming their ACs to obscene levels where they become all but untouchable. Now the shield spell goes back to fulfilling its job of protecting glass cannons, and is still a pretty useful option for the likes of Eldritch Knights (at least ones that don’t wear an actual shield). The bonus works against the triggering attack, and you take no damage from magic missile. Until the start of your next turn, you have a +5 bonus to your AC to a maximum of 21. Just a little down-tuning should be enough.Īn invisible barrier of magical force appears and protects you. Now, Treantmonk obviously runs games full of optimised character builds who (it seems) spam the table with full spellcasters in plate armour etc., so maybe this house rule makes sense for his games – if everyone on the table feels obliged to take a certain option, then I agree with his logic: it’s better to remove that option, because all you’re doing is killing variety in your game.īut while I must confess that I may have exasperated a few DMs with successive castings of the spell in clutch combats, for ‘normal’ tables I don’t think a nuclear option is required to deal with shield. Plus, it’s one of the only defensive mechanics in the game… a rare, and enjoyable, moment of empowerment for players who are usually unable to actively do anything to prevent an enemy hit. ![]() Anyone unable to wear medium or heavy armour in 5th edition walks around with a suicidal AC for essentially the entirety of their adventuring career. Now, I’ve railed against certain incantations so many times on this blog that I’m not going to list them again here… regular readers have no doubt grown sick of me complaining about them! As for shield, I’d never even considered that it was somehow damaging my D&D sessions, nor had anyone else flagged it as an issue.Īs someone who is currently playing a very fragile College of Lore bard, I’d more likely go the opposite way and say the shield spell is actually good for the game. Wtf? If I was going to start removing spells from the game shield would be pretty far down on my list!
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