Shield, Heavy

Martial One-Handed Melee
Critical:×2
Range Increment:?
Type:Bludgeoning
Shield Bonus:+2
Maximum Dex Bonus:?
Armor Check Penalty:−2
Arcane Spell Failure Chance:15%
Hardness (Steel):10
Hardness (Wood):5
SizeCostDamageWeighthp
SteelWoodSteelWoodSteelWood
Fine10 gp3 gp 5 sp?1-1/2 lb.1 lb.11
Diminuative10 gp3 gp 5 sp?1-1/2 lb.1 lb.21
Tiny10 gp3 gp 5 sp11-1/2 lb.1 lb.53
Small20 gp7 gp1d27-1/2 lb.5 lb.107
Medium20 gp7 gp1d415 lb.10 lb.2015
Large40 gp14 gp1d630 lb.20 lb.4030
Huge80 gp28 gp1d875 lb.50 lb.8060
Gargantuan160 gp56 gp2d6120 lb.80 lb.160120
Collossal320 gp112 gp3d6180 lb.120 lb.320240

[top]Description

You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can?t use your shield hand for anything else.
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 heavy shield, using it as an off-hand weapon. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed 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: Heavy Spiked Shield Damage
FineDiminuativeTinySmallMediumLargeHugeGargantuanColossal
11d21d31d41d61d82d63d64d6
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 heavy shield, a heavy spiked shield costs 10 gp more and is 5 lb. heavier.
Heavy Shield Material Enhancements
MaterialAverageMasterwork1HardnesshpSpecial
Steel20 gp170 gp1020?
Wood7 gp157 gp515?
Adamantine?2,020 gp2026Bypass hardness less than 20
Crystal, Deep?1,007 gp1045Psionic
Crystal, Mundane?153 gp837No rusting, not metal
Darkwood?257 gp5151/2 weight
Dragonhide?214 gp1015Usable by druids
Iron, Cold40 gp190 gp1020Magical enchantments cost an additional 2,000 gp.
Mithral?1,020 gp15201/2 weight, no arcane spell failure chance
Silver, Alchemical110 gp260 gp86−1 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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