Shield

Shield

1st-level abjuration

Spell details

Level
1st-level
School
Abjuration
Casting time
Reaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
Range
Self
Components
V, S
Duration
1 round
Classes
Sorcerer, Wizard

Shield turns a hit into a miss after you see the roll

At the table. Shield is a Reaction, cast when an attack roll hits you. You get +5 AC until your next turn, including against that attack, and Magic Missile does nothing to you. Because you cast it after the hit, you know whether it will work: if the attack total beats your AC by 4 or less, Shield turns it into a miss. A natural 20 still hits.

How often does it work? We counted every d20 face:

Attacker (SRD 5.2.1) Your AC Hits Hits Shield cancels
Goblin Warrior, +4 12 13 in 20 5 of 13 (38%)
Goblin Warrior, +4 15 10 in 20 5 of 10 (50%)
Ogre, +6 12 15 in 20 5 of 15 (33%)
Ogre, +6 15 12 in 20 5 of 12 (42%)

Shield always saves exactly five d20 faces, so it cancels a bigger share of hits the higher your AC already is. A wizard with Mage Armor gets more from it than one in robes.

The choice that matters is which hit to spend it on. The +5 lasts until the start of your next turn, so it also covers every later attack that round. Cast it on the first hit from a creature with several attacks, and the rest face AC +5 too.

The common mistake is casting it at a hit that beats your AC by 5 or more. Ask the DM for the total first.

The human angle. Most of a caster's time is spent watching other people's turns. Shield is agency during the monster's turn: a real choice, with the odds in view, that changes what happens. Ryan, Rigby and Przybylski found that feeling competent and in control of your choices predicts how much people enjoy a game and want to keep playing. Shield delivers both in a single word.

Source: Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30, 344–360. doi:10.1007/s11031-006-9051-8

Rules text

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.