Armor (shield), artifact (requires attunement by a Requires Attunement by a Cleric or Paladin)

A pristine, heavy heater shield forged from blessed steel and trimmed in polished gold. Emblazoned across the front is the unblinking, gauntleted eye of Helm. The metal is unnaturally cool to the touch and hums with a stalwart, protective resonance. While holding this shield, it can be used as a holy spellcasting focus.

The shield grows in power as your devotion deepens. It grants the following benefits based on your character level:

Dormant State (Level 1+)

  • Vigilant Pulse: As an action, you can raise the shield and unleash a wave of divine radiance. Choose any number of creatures you can see within 30 feet of you. Each chosen creature regains 5 hit points. Once you use this feature, you cannot use it again until you finish a Long Rest.

Awakened State (Level 4+)

  • Helm's Ward: As a reaction when you are hit by an attack or targeted by the Magic Missile spell, you can channel the shield's latent magic to cast the Shield spell. Once you use this feature, you cannot use it again until you finish a Long Rest.

Exalted State (Level 8+)

  • Empowered Pulse: The healing granted by your Vigilant Pulse feature increases to 15 hit points.

  • Retributive Strike: When you take damage from a creature within 5 feet of you, you can use your reaction to bash them with the shield. Make a melee weapon attack using your Strength modifier. On a hit, you deal 1d8 + your Strength modifier bludgeoning damage, and the target is pushed 5 feet away from you.

Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.

Notes: Requires Attunement by a Cleric or Paladin

OneHundo

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