Shield Spikes
Shield spikes turn a guard into a thrust. A shield-maker rivets sharpened iron projections to a light or heavy shield. It can catch a blow and drive its rim into the attacker in the same close-quarters fight.
Shield Spikes at a Glance
Fitting: +10 gp, +5 lb. to a shield. Attack: a piercing shield bash, not automatic contact damage. Restrictions: cannot fit bucklers or tower shields. Defensive and weapon enchantments are separate.
Rules by Edition
5.5e / 2024 — Shield Spikes
Campaign equipment. Fit spikes to a Shield for 10 GP and 5 lb. added weight. The shield still provides +2 AC with Shield Training.
Spiked bash: replace one attack in the Attack action with a melee attack using the shield as a Martial Melee weapon. On a hit, deal 1d4 + Strength modifier Piercing damage. The spikes neither grant an extra attack nor harm enemies on contact.
Shield Master retains its normal effects and does not gain an extra use. No spikes on bucklers or tower shields.
5e / 2014 — Shield Spikes
Campaign equipment. Fitting spikes costs 10 gp and adds 5 lb.; the Shield’s +2 AC is unchanged.
Spiked bash: replace one attack of the Attack action with a shield attack. It counts as a martial melee weapon, dealing 1d4 + Strength modifier piercing damage on a hit. Shield proficiency governs defence; martial weapon proficiency governs the bash. It grants no extra attack.
The Shield Master feat keeps its ordinary benefits. No bucklers or tower shields.
Pathfinder 1e — Shield Spikes
Extra: +10 gp and +5 lb. to a light or heavy shield. The shield bash becomes piercing and deals damage as though the shield were made for a wielder one size larger.
| Shield | Small | Medium |
|---|---|---|
| Spiked light shield | 1d3 P | 1d4 P |
| Spiked heavy shield | 1d4 P | 1d6 P |
Martial weapon; critical ×2. No spikes on bucklers or tower shields. Bashing normally loses the shield’s AC bonus until your next turn unless you have Improved Shield Bash. Defensive shield magic does not improve the spikes as a weapon. Pathfinder Core Rulebook.
D&D 3.5e — Shield Spikes
Extra: +10 gp and +5 lb. for a light or heavy shield. The spiked bash deals piercing damage one size category higher than the normal shield bash.
| Shield | Small | Medium |
|---|---|---|
| Spiked light shield | 1d3 P | 1d4 P |
| Spiked heavy shield | 1d4 P | 1d6 P |
Martial weapon; critical ×2. No spikes on bucklers or tower shields. Bashing normally sacrifices the shield’s AC bonus until your next turn unless Improved Shield Bash applies. The spikes can receive weapon enchantments separately. 3.5e armour and weapons.
Shield Spikes in Play
A guard holds a stairway against an armed trespasser. A blade strikes the shield’s face; the guard twists it forward and drives the spikes into an exposed flank. A heavy spiked shield strikes harder than a light one in Pathfinder and 3.5e. In fifth edition, the bash is a normal attack, not an extra blow.
Loose rivets need an armourer’s attention. Cover the points when travelling among companions and pack animals.
See Armor Spikes, Buckler, Tower Shield and the Armour catalogue.
Historical Video References
The original two films on the spiked pavise and close-combat shield weapons are retained below.
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