Skills
Shield Ability - This skill represents your understanding of a shield, both in holding and breaking a shield weave. Once a shield has been successfully woven, the defender has the opportunity to make an immediate shield check opposed to the attacker's shield check, this represents their first attempt to break through the attackers shield. These shield checks function much like grapple checks, if the check succeeds by more than 10, the defender can either break free of the shield or try to shield the other channeler, if it succeeds by five or more, they are still in battle but now have advantage, a +5 to their next shield check. If they fail by five or more, their attacker has advantage on the next shield check, and if they fail by ten or more, they are shielded and cannot make another shield check until the defender is distracted. Shield checks take an entire round of action and each new check is made on the attacker's initiative. The checks continue until either defender breaks free or one of the two channelers in shielded.
| Modifiers to Holding a Shield |
| +15 | A successful concentration of DC20 |
| -5 | A failed concentration DC15 in a distracting situation |
Distraction - When a channeler who is holding a shield is in a distracting situation (casting another weave, under attack, fatigued etc.) they must make a concentration check (base DC15 + any damage they may have taken) against becoming distracted. If they are distracted, they suffer a -5 penalty to all shield checks until they notice that the person that the person is trying to break free of the shield (spot check DC15 for every turn that the defender tries to break free of the shield)
The shield checks work like so:
Shielded(+10) - Advantage(+5) - Even - Advantage(+5) - Shielded(+10)