Shield, Light

Martial Light Melee
Critical:×2
Range Increment:?
Type:Bludgeoning
Shield Bonus:+1
Maximum Dex Bonus:?
Armor Check Penalty:−1
Arcane Spell Failure Chance:5%
Hardness (Steel):10
Hardness (Wood):5
SizeCostDamageWeighthp
SteelWoodSteelWoodSteelWood
Fine4 gp 5 sp1 gp 5 sp?3/5 lb.1/2 lb.11
Diminuative4 gp 5 sp1 gp 5 sp?3/5 lb.1/2 lb.11
Tiny4 gp 5 sp1 gp 5 sp13/5 lb.1/2 lb.21
Small9 gp3 gp1d23 lb.2-1/2 lb.53
Medium9 gp3 gp1d36 lb.5 lb.107
Large18 gp6 gp1d412 lb.10 lb.2014
Huge36 gp12 gp1d630 lb.25 lb.4028
Gargantuan72 gp24 gp1d848 lb.40 lb.8056
Collossal144 gp48 gp2d672 lb.60 lb.160112

[top]Description

You strap a shield to your forearm and grip it with your hand. A light shield?s weight lets you carry other items in that hand, although you cannot use weapons with it.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.
Shield Bash Attacks: You can bash an opponent with a light shield, using it as an off-hand weapon instead of using it for defense. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.

[top]Enhancements

;Shield Spikes
When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. Otherwise, attacking with a spiked shield is like making a shield bash attack.
Table: Light Spiked Shield Damage
FineDiminuativeTinySmallMediumLargeHugeGargantuanColossal
?11d21d31d41d61d82d63d6
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
Compared to a regular light shield, a light spiked shield costs 10 gp more and is 5 lb. heavier.
Light Shield Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel9 gp159 gp1010?
Wood3 gp153 gp57?
Adamantine?2,009 gp2013Bypass hardness less than 20
Crystal, Deep?1,003 gp1021Psionic
Crystal, Mundane?153 gp817No rusting, not metal
Darkwood?203 gp571/2 weight
Dragonhide?306 gp107Usable by druids
Iron, Cold18 gp168 gp1010Magical enchantments cost an additional 2,000 gp.
Mithral?1,009 gp15101/2 weight, no arcane spell failure chance
Silver, Alchemical29 gp179 gp83−1 damage

  1. Unlike other weapons, shields do not gain an enhancement bonus on attack rolls from being masterwork quality. Instead their armor check penalties are lessened by 1.
Magical/Psionic Weapon Enhancements
Bonus ValueAdditional Cost1Hardness Increase2Additional hp2
+1+Template:formatnum: -- template expr: 40 50 gp+2+10
+2+Template:formatnum: -- template expr: 160 50 gp+4+20
+3+Template:formatnum: -- template expr: 360 50 gp+6+30
+4+Template:formatnum: -- template expr: 640 50 gp+8+40
+5+Template:formatnum: -- template expr: 1000 50 gp+10+50
+6+Template:formatnum: -- template expr: 1440 50 gp3+12+60
+7+Template:formatnum: -- template expr: 1960 50 gp3+14+70
+8+Template:formatnum: -- template expr: 2560 50 gp3+16+80
+9+Template:formatnum: -- template expr: 3240 50 gp3+18+90
+10+Template:formatnum: -- template expr: 4000 50 gp3+20+100
+11 or more+ bonus × bonus
× Template:formatnum: -- template expr: 400 50 gp
+ enhancement bonus × 2+ enhancement bonus × 10

  1. Increase total cost for magical enhancement by 2,000 gp for cold iron weapons.
  2. Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.
  3. If the weapon has a magical bonus greater than +5 or a special ability worth more than +5, the weapon is epic. Multiply magic cost by 10.
Template::magical psionic armor enhancements

[top]See Also



System Reference Document -> Equipment (SRD) -> Weapon Descriptions
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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