Wondrous Item, artifact (requires attunement by a The Amulet chooses who it attunes to and will immediately attune to whomever it chooses unless all their attunement slots are full.)

The Amulet can't be forcefully taken from the wielder and will appear back on their person within 1 turn.

As a bonus action the wielder can call out the command phrase "By the glory of Merlin. Daylight is mine to command" to conjure magic plate armor around themself.

While the Armor is summoned the wielder can summon The Sword of Daylight, a magical great sword bound to The Amulet. This great sword has the light and versatile properties as well as giving off dim light 15 around the wielder while held and not unsummoned or sheathed (this light is considered daylight for purposes when encountering vampires and other creatures of the night). While sheathed the sword magically attaches to the back of the armor and does not require a proper scabbard. The sword is considered magical and if attacking any draconic, fiend, or undead foes it does an additional 1d6 radiant damage to them.

Armor of Daylight - Same stats as half plate but does not impose disadvantage 

Sword of Daylight - has the light and versatile properties. damage - TH 2d6, OH - 1d10

As the wielder lvls up they gain access to more weapons and command phrases to change the attributes of the armor and its weapons.

lvl 3 - the bearer gains access to an astral shield and a short sword made from plates of the armor

shield - ac +2

short sword - made of 2 plates from the leg plating of the armor and when being used gives the armor a -1 to AC. The sword has the thrown property and returns the wielder after being thrown. can also break apart into two daggers that like whys can return the wielder after being thrown.

Both Alternate configurations only last for 10 rounds in combat after that the armor returns to its armor of daylight form.

lvl 5 - Draconic Configuration (can only be used twice per long rest) - Command Phrase, "By the grace of Bahamut, Lightning is mine to command." - when the command phrase is spoken  the amulet conjures heavier battle armor with Bahamut's lightning imbued into it allowing the armor to still move freely. This grants the armor a 10ft increased movement speed and a +1 to AC. The armor also has metallic wings which grants the wearer the ability to fly equal to their movement speed. The wearer can still summon the sword of daylight but due to changes in the armors plating cannot access the short sword or shield. The wearer is instead able to summon a Platinum longsword imbued with draconic lightning giving it 2d6 lightning damage. In this form the Sword of daylight is also empowered further dealing 1d8 radiant damage along with its standard damage.

The Draconic configuration has 5 charges and a reaction it can use. The reaction can only be used once per combat, and it is to draw the wings in around the wearer to get a +2 to AC until the start of their next turn.

  • - Blitz (uses 2 charges) - As a bonus action the wearer can use a charge to move up to 20ft in any direction without engaging opportunity attacks. anyone in the direct path of the blitz takes 1d4 bludgeoning damage.
  • - Lightning wrath (uses 1 charge but can use up to 3 charges) - As an action the wearer can make a ranged spell attack conjuring a spear of lighting firing it at a target within 30ft dealing 1d10 lightning damage per charge used.
  • - Bahamut's Rage (Uses 3 charges) - Using your action and bonus action call upon Bahamut's power stored within the armor to use a second lvl divine smite that deals lightning damage instead of radiant

lvl 8 - Demonic Configuration (Can only be used once per long rest) - Command Phrase, "Through Lilith's Demonic might, Ruin is mine to command."  - In this form the armor shifts in color to blackened steel and the glowing highlights turn red. The plating becomes bulkier and grows in size granting a +2 to AC and increasing the wearer's size by one and giving them advantage on strength checks. The sword of daylight cannot be summoned in this form and is replaced by a two handed great hammer named The Maul of Nessus. Also if the Maul is one hand the wearer can as a bonus action cause the plating of the left art to extend into a tower shield that grants a +3 to AC

Maul of Nessus - has the versatile and reach properties. When two handed it does 2d10 bludgeoning and 3d8 force damage. When one handed 1d10&1d8 bludgeoning damage and 2d8 force damage is thrown the wielder can use a bonus action to return the maul to their hand.

As a reaction if the shield is extended and the wearer is attacked the wearer can interpose the shield and the attacker giving the attack disadvantage. if this causes the attack to miss the attack hits the shield and grants an extra charge to utilize one of the abilities this configuration has. if all charges are still full this effect does nothing. (Twice per long rest)

This configuration has 8 charges  

  •  Wave of Ruin = uses 6 charges - Can be used as an action to cast the destructive wave spell by impacting the ground with the maul except it targets anyone in the area of effect including allies or as a bonus action during an attack but the wielder becomes stunned for a turn.
  • Ruin Engines March - uses 2 charges - as a bonus action and using 10ft of movement to cause small tremors to occur while walking causing any within 10ft of the wearers path must make a dex save (DC 17) or be knocked prone and take 2d6 bludgeoning damage. on a success save nothing happens
  • Ruin's Grasp - uses 4 charges - as an action attempt to grapple a target if successful drain some of the targets lifeforce dealing 3d10 necrotic damage to the grappled target and healing that much hp
  • Ruin's Gaze - uses 3 charges - as a bonus action hold the maul aloft aiming a gem shaped like an eye in the center of the maul's head toward the opponent magically drawing their gaze forcing them to make a wis save (DC 15) or become frightened

Lvl 10 - Invoke Lightning and Ruin - Conjure forth both configurations to fight beside you both armors appearing within 5ft from you and take their turns on your turn. They stay conjured for 10 rounds then dismiss themselves. When this happens the amulet loses all power until a long rest.

Notes: The Amulet chooses who it attunes to and will immediately attune to whomever it chooses unless all their attunement slots are full.

Previous Versions

Name Date Modified Views Adds Version Actions
3/9/2026 3:03:19 AM
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5e
Coming Soon
3/9/2026 3:17:06 AM
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1
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Vexxtech

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