Shields
A shield counts as a weapon in Marth’s Dungeon. It must be equipped. One-handed weapons can be equipped with one-handed shields. If a weapon is two-handed or a shield is two-handed, it must be equipped separately. If a shield is one-handed, it can be used alongside a one-handed weapon.
Parry Shields: Parry shields give the reaction ‘Perfect Parry.’ Perfect Parry: This unit can parry attacks with its shield. An action must be used during their turn to prepare a parry. If an enemy attack is to hit, the shield wielder can roll a D20 + Dex mod. If the result of the roll matches or is higher, the attack is parried, the shield takes the damage, and the wielder gets an attack of opportunity. If the wielder rolls a Nat 20 the attack is deflected without damaging the shield, the wielder gets an automatic hit which is done so at critical damage.
Blocking Shields: Blocking shields typically have more armor value than parrying shields and give the reaction “Guard”. Guard: This unit can block incoming damage with its shield. If an enemy attack is to hit the wielder of the shield, they can roll a D20 + Str Mod. If the result of the roll matches or is higher than the attack roll then the shield will take damage. If the wielder rolls a Nat 20 then the shield will take no damage, and the wielder will strike the attacker disarming them.
Magic Shields: Magic shields are only capable of blocking magical attacks. Magic shields give the reaction “Absorb”. Absorb: This unit can use a reaction to attempt to block an attack from a magical attack. If a magical attack is to hit the wielder can roll a D20 + Arcane. If this roll is higher than the enemy hit roll then the shield takes the damage instead. However, if the roll is a nat 20 then the shield will absorb the damage entirely without damaging it and also absorb the number of spell points/HP used to make the spell and gift it to the wielder of the shield.
Attack Shields: Attack shields can block incoming damage but have a low armor rating and are liable to break. Attack shields give their wielder the reaction “Guard.” Guard: This unit can block incoming damage with its shield. If an enemy attack is to hit the wielder of the shield, they can roll a D20 + Str Mod. If the result of the roll matches or is higher than the attack roll, then the shield will take damage. If the wielder rolls a Nat 20 then the shield will take no damage, and the wielder will strike the attacker disarming them. What makes the attack shield special is its ability to be a weapon alongside a shield. If the wielder is using a one-handed weapon, then it can use an attack shield as a secondary weapon and make an attack with both during their turn.
Boomerang Shield: A boomerang shield is a shield that can’t block incoming damage but instead can be used to attack at range and is used with the reaction “Catch” and “Hook” Catch: A unit can use the reaction Catch in anticipation of a projectile being thrown at them/returning to them. The unit must roll a D20 + Dex mod. If the roll is 15 or higher, then the unit will catch the incoming object and take no damage. However, if they fail, they will take the full amount of damage + 5 Hook: A unit wielding a Boomerang shield can use the reaction “Hook” in an attempt to lock weapons with an enemy. Wielder must roll a D20 + Dex Mod. If the roll is higher than the attacker’s hit then the shield will take the damage and hook their weapon. The following turn, the enemy unit will have to use a Strength check against the strength check of the enemy or have their weapon stripped from them. Additionally, if the wielder of the Boomerang shield rolls a Nat 20 when trying to hook the weapon, it will automatically strip it from the attacker and give it to the wielder. Boomerang shields can also be used to hook small objects when casted out.
Dome Shields: Dome shields offer immense protection. Dome shields grant the action “Embed” Embed: A unit wielding the dome shield can use embed to cast their shield into the ground. A large dome will surround the wielder offering a large amount of armor. This armor cannot be pierced through but will absorb all the piercing damage. However, movement is disabled while embedded. The wielder cannot attack inside the dome and must retract the shield before attacking. The wielder will also be unable to see what is happening on the battlefield inside the dome.