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    Quick Answer

    Shield is a 1st-level abjuration spell for sorcerers and wizards. You cast it as a reaction when an attack hits you or when you are targeted by Magic Missile. You gain +5 AC until the start of your next turn, including against the attack that triggered it, and you take no damage from Magic Missile. It needs no concentration and only verbal and somatic components.

    Overview

    Shield is a 1st-level abjuration spell that turns a hit into a miss after you see it land. Sorcerers and wizards can cast it from 1st level. Because it is a reaction, it costs you nothing on your own turn.

    The +5 bonus is large. It applies to the attack that triggered it, and to every other attack against you until your next turn starts. For a caster with low AC, that often means the rest of the enemy's attacks that round miss too.

    Shield is one of the best defensive spells in the game for arcane casters. Its limits matter, though. It does nothing against saving throws, it only protects you, and it uses your reaction, so you cannot also cast Counterspell that round.

    Stat Block

    PropertyValue
    Level1
    SchoolAbjuration
    Casting Time1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    RangeSelf
    ComponentsV, S
    MaterialNone
    Duration1 round
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesSorcerer, Wizard

    When NOT to Use This

    • •The hit would still land at +5 AC. If the attack roll beat your AC by 5 or more, or was a natural 20, Shield cannot turn it into a miss.
    • •The damage is small and only one attack is coming. A 1st-level slot to stop 4 damage is usually a bad trade.
    • •You expect to need Counterspell before your next turn. You only get one reaction.
    • •The danger is a saving throw, such as Fireball or a dragon's breath. Shield adds AC only.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent. One 1st-level slot can stop one hit and make every later attack that round less likely to land.
    Action EconomyCosts only your reaction, so your turn is untouched.
    Opportunity CostUses the reaction you might need for Counterspell, Absorb Elements, or an opportunity attack.

    When worth the slot: Big hits on a low-hit-point caster, multiattacking enemies, and any enemy Magic Missile.

    When NOT worth the slot: Small hits at full health, or when the attack beat your AC by 5 or more.

    Pro Tips

    Tip #1: Cast it early in the round when several attacks are coming.

    Why it works: The bonus lasts until the start of your next turn. If an ogre, two goblins, and an archer all act before you, one cast covers every attack.

    This avoids the mistake of: Saving it for "a bigger hit" and then taking four smaller ones.

    Tip #2: Ask your DM how they handle attack totals.

    Why it works: You cast Shield after you know you are hit, but some DMs announce the total and some only say "that hits." Knowing the total tells you whether +5 will be enough.

    This avoids the mistake of: Spending a slot on a hit that beat your AC by 8.

    Tip #3: Treat it as part of your AC budget.

    Why it works: A wizard with Mage Armor and 14 Dexterity has AC 15. With Shield, that becomes AC 20 for the round, the same as plate armor plus a shield.

    This avoids the mistake of: Taking a feat or multiclass for armor when a spell slot does the job.

    Common Mistakes to Avoid

    Casting it against a saving throw.

    Why it's bad: Shield only adds to AC and blocks Magic Missile. It does nothing for Dexterity saves against Fireball or Lightning Bolt.

    Do this instead: Use Absorb Elements if you have it, or spread out to avoid area spells.

    Forgetting it lasts the whole round.

    Why it's bad: Players often treat Shield as one-attack protection. The +5 stays until the start of your next turn.

    Do this instead: Remind the DM that your AC is 5 higher for every later attack before your turn.

    Trying to cast it on an ally.

    Why it's bad: The range is Self. It cannot protect the fighter next to you.

    Do this instead: Use Shield of Faith, Warding Bond, or positioning to protect allies.

    Usage Tips

    • •Worked example: a wizard has AC 15 (Mage Armor plus a +2 Dexterity modifier). An SRD ogre attacks with +6 to hit.
    • •Without Shield, the ogre hits AC 15 on a d20 roll of 9 or higher, which is 60% of the time.
    • •Say the ogre hits. The roll was somewhere from 9 to 20. With Shield, the wizard's AC is 20, and the ogre needs a 14 or higher.
    • •Rolls of 9 to 13 now miss. That is 5 of the 12 possible hitting rolls, so Shield turns the hit into a miss about 42% of the time if you cast blind.
    • •If your DM tells you the total, you know exactly when Shield works: any total of 15 to 19.
    • •A second ogre attacking later that round now needs 14 or higher, a 35% chance instead of 60%.

    Rules Notes

    • •Trigger: you are hit by an attack, or you are targeted by Magic Missile.
    • •The +5 bonus applies to the triggering attack and lasts until the start of your next turn.
    • •You take no damage from Magic Missile for the duration, from any number of darts.
    • •It is a reaction. You cannot cast it while incapacitated, and under 2014 rules you cannot take reactions while surprised until your first turn ends.
    • •A natural 20 always hits, so Shield cannot stop a critical hit.
    • •It stacks with armor, a carried shield, Mage Armor, and Shield of Faith, since each is a different effect.
    • •Casting a spell as a reaction does not stop you from casting a leveled spell on your own turn in the 2014 rules. The bonus-action spell rule only applies when you cast a spell as a bonus action.

    Synergies

    • •Mage Armor: Base AC 13 + Dexterity, then +5 from Shield. Together they make a caster hard to hit for a round.
    • •Blur: Disadvantage on attacks plus +5 AC makes most hits unlikely.
    • •Mirror Image: Fewer attacks reach you, and the ones that do face a higher AC.
    • •Absorb Elements and Counterspell: Know all three, but only one fits in your reaction each round.

    Anti-Patterns

    • •Casting it on every hit, including small ones. Running out of slots early is the bigger danger.
    • •Burning your reaction on Shield when the enemy caster is about to cast something that needs Counterspell.
    • •Relying on Shield while standing in melee with no other defense. It is a backup, not a plan.

    Tactical Modules

    • •Multiattack Wall. When to use: A monster with three or more attacks is next to you. Synergy: Cast Shield on the first hit so the rest face +5 AC.
    • •Mage Duel. When to use: Enemy casters with Magic Missile. Synergy: Shield negates it entirely, so keep a slot ready.
    • •Fragile Caster Frontline. When to use: You must hold a doorway or protect an ally. Synergy: Mage Armor plus Shield gives a short burst of very high AC.

    Countermeasures

    • •Threat: An enemy with a big attack bonus — Response: Cast Shield only when the total is within 5 of your AC. Fallback: Retreat and use Misty Step on your turn.
    • •Threat: An enemy caster using save spells — Response: Shield will not help; spread out and use cover. Fallback: Counterspell instead of Shield.
    • •Threat: You run low on 1st-level slots — Response: Save Shield for hits that would drop you. Fallback: Use Dodge or move behind allies.

    Shield in the 2024 Rules

    Shield works almost the same in the 2024 rules. The trigger now reads "hit by an attack roll or targeted by the Magic Missile spell," and you still get +5 AC until the start of your next turn, including against the triggering attack. The class list is still Sorcerer and Wizard.

    Two nearby rules changed. Surprise in 2024 only gives disadvantage on initiative, so a surprised wizard can still cast Shield in the first round. And the 2024 rule on casting spells limits you to one spell with a spell slot per turn, which matters when you cast Shield on your own turn, such as against an opportunity attack. Check that rule with your DM if it comes up.

    Frequently Asked Questions

    What does Shield do in 5e?

    It gives you +5 AC as a reaction when you are hit by an attack, including against that attack, until the start of your next turn. It also makes you take no damage from Magic Missile. It is a 1st-level sorcerer and wizard spell.

    Does Shield work against the attack that triggered it in 5e?

    Yes. The spell says the bonus applies including against the triggering attack. If the attack total is now below your new AC, it misses.

    Does Shield block Magic Missile in 5e?

    Yes. You can cast it when you are targeted by Magic Missile, and you take no damage from that spell. It blocks every dart aimed at you.

    Does the Shield spell stack with a shield in 5e?

    Yes. A carried shield adds +2 to AC and the Shield spell adds +5. They are different effects, so both apply. Most wizards lack shield training, though, so the item is uncommon on them.

    How long does Shield last in 5e?

    Until the start of your next turn. Its listed duration is 1 round. Every attack against you during that time faces the +5 bonus.

    Can you cast Shield and another spell on the same turn in 5e?

    On your own turn it depends on the edition. In 2014 rules, the main limit applies when you cast a spell as a bonus action. In 2024 rules, you can only spend one spell slot on a spell per turn. On enemy turns, Shield only uses your reaction.

    Does Shield help against saving throws in 5e?

    No. It only raises your AC and blocks Magic Missile damage. Spells like Fireball and Lightning Bolt call for Dexterity saves, which Shield does not affect.

    Can anyone besides wizards and sorcerers cast Shield in 5e?

    In the SRD, Shield is only on the sorcerer and wizard lists. Other characters can get it through feats, subclasses, or magic items from other books, which your DM will need to allow.


    Citations: SRD 5.1 (Shield, Surprise, Spellcasting); SRD 5.2.1 (Shield, Surprise)

    Includes SRD 5.1 and SRD 5.2.1 content per CC BY 4.0.

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