Shields as Improvised Weapons in 5e


5th Edition (And Beyond)


If my character has a +1 shield and uses it as an improvised weapon, do I add the +1 bonus to the attack and damage rolls?

Also, are there any rules on throwing a shield?

(In case you can't tell, this is my Captain America character build.)


My reading of the improvised weapon rules on p147-148 of the player's handbook is that you can throw a shield with a range of 20 feet and long range of 60 feet, doing 1d4 damage.

I'd allow the magical bonus to apply to both attack and damage rolls (especially if it was a Captain America PC).


I fully agree with Steve.

D4 whether it's melee or ranged. 20/60 for ranged. And I'd allow the magical bonus to apply to defense, attack, and damage.


Thanks to both of you. I went back and forth on it until I closely read the text of the +1 shield in the DMG.

Quote:
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.

It sounds like the magic bonus only applies to AC. I think I lenient DM might have it apply to attack and damage too, but RAW, doesn't look like it should.


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I suspect you're right in terms of RAW. I personally don't think things "should" work by RAW though (in 5E, anyhow. I think it's arguable in PF). I like the way Sage advice approach these things: "Nothing's going to break if you allow it, so yes".

If someone wants to build a shield-thrower, I'm going to look for ways to make that work, rather than see if the designers have anticipated it. They're already hamstringing themselves with the d4 damage dice, I don't want to make it impossible for them to enjoy the benefits of having a magic weapon.

If a player came to me with this, I'd definitely come up with a feat for it too, to alleviate some of the penalty their concept is imposing (probably grant proficiency with shields, boost the range a tiny bit and increase damage dice to 1D6 or something). If they end up as effective as a hand axe and shield warrior, they're hardly going to dominate combats.


Pathfinder Lost Omens, Rulebook Subscriber

For this kind of build I recommend V.Human with your starting feat as Tavern Brawler (for proficiency in improvised weapons and d4 unarmed strike). Fighter obviously for the increased number of ASIs/feats.

Like Steve I'd homebrew a feat that further enhances this unique combat style. Just spit-balling here but something like:

Shield Champion
Prerequisite: Shield Master
You have mastered techniques of using a shield as a weapon. You gain the following benefits.

  • You gain a +1 bonus to attack rolls made with a shield.
  • Donning or doffing a shield no longer takes an action.
  • When you use a shield as an improvised weapon, you use a d6 for damage and its throwing range increases to 30/120.


One thing to note on using a shield as a weapon: it isn't Light and therefore is exclusionary to other weapons if you're not using Dual Wielder (unless whatever you homebrew accounts for that).

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