Wondrous Item, artifact (requires attunement)

The Arm of Valor is formed from five pieces of blue-silver adamantine plate armor engraved with flowing Espruar runes. When assembled, the pieces cover one arm from fingertip to shoulder. Fine lines of blue-white radiance travel between the plates like moonlight caught beneath clear ice.

The Arm alters its dimensions to fit a Small or Medium Humanoid and can be worn upon either arm. Its plates are remarkably light and do not interfere with spellcasting, weapon use, or wearing other armor.

The five components are:

  • The Gauntlet of Valor
  • The Vambrace of Valor
  • The Couter of Valor
  • The Rerebrace of Valor
  • The Pauldron of Valor

Attunement to the Arm

You can attune to any single component of the Arm. Additional components that you subsequently wear become part of the same attunement and do not require additional attunement slots.

All components must be worn on the same arm to unlock their combined properties.

A creature attuned to the Arm instinctively understands the properties of every component it wears, but the artifact reveals nothing concerning the locations of its missing pieces.

Indestructible Adamantine

Each component is immune to damage from non-artifact sources.

While three or more components are joined together, they cannot be damaged, transformed, teleported, or removed from you against your will. The effects of the Arm function normally within the mythal of Myth Drannor and are unaffected by wild-magic surges created by that mythal.

An antimagic field suppresses the Arm only if the artifact allows it. The Arm usually refuses suppression while its wearer is actively defending Myth Drannor or its people.

Call of the Arm

When one component comes within 200 feet of another component for the first time, both pieces are outlined in harmless blue-white fire for 1 minute.

During that time, a creature attuned to either piece knows the direction of the other component, though not its exact distance or surroundings.

This effect cannot occur between the same two components again until they have been separated by at least 1 mile.

The Price of Valor

The Arm was created to defend Myth Drannor in moments of desperate need, not to serve as an ordinary weapon of conquest.

Whenever you activate a property of the Arm that has limited uses, roll a d100 after the property resolves. On a roll of 01, one component involved in producing that property vanishes.

The vanished piece teleports to a distant location chosen by the DM, ordinarily somewhere within the Dalelands, Cormanthor, or the ruins of Myth Drannor. The mythal cannot prevent this disappearance.

When a piece vanishes, you take 6d6 Force damage that ignores Resistance and Immunity. Your Hit Point maximum is also permanently reduced by 1d6. This reduction can be reversed only by a Wish spell, divine intervention, or by reuniting the complete Arm within Myth Drannor’s mythal.

The activated property still takes effect before the component disappears.

The Five Components

Gauntlet of Valor

While wearing the gauntlet, you gain the following benefits.

Unyielding Mind

You are immune to the Charmed condition and cannot be put to sleep by magic.

You also have Advantage on saving throws against effects that would give you the Paralyzed condition.

Adamantine Fist

Your Unarmed Strikes made with the gauntleted hand deal 1d8 Force damage instead of their normal damage. You can use Strength or Dexterity for the attack and damage rolls.

The gauntlet counts as a magic weapon and grants a +1 bonus to its attack and damage rolls.

Power Smash

As a Magic action, you can strike a creature or object within your reach with overwhelming force. Make a melee attack using the gauntlet. On a hit, the target takes 6d10 Force damage and must succeed on a DC 20 Strength saving throw or be pushed up to 20 feet away and knocked Prone.

Objects and Constructs take maximum damage from this attack.

Once this property is used, it cannot be used again until you finish a Long Rest.

Vambrace of Valor

The vambrace covers the forearm and contains a small extradimensional compartment. The compartment can hold up to 10 pounds of material but has an interior space measuring only 6 inches by 4 inches by 2 inches.

Objects inside the compartment cannot be detected by Divination magic.

Light as a Leaf

You can cast Feather Fall on yourself without using components.

You can also cast Jump on yourself at will without using components.

Mindward

Your thoughts cannot be read unless you permit it. You have Resistance to Psychic damage and Advantage on Intelligence, Wisdom, and Charisma saving throws against magical effects.

Unseen Sight

You can see Invisible creatures and objects within 30 feet of yourself as though they were visible.

Guided Hand

When you make an attack with a weapon held solely in the armored hand, the attack deals an additional 1 damage.

Couter of Valor

The winged couter protects the elbow and resembles the swept-back wings of an elven eagle.

Step Between

As a Bonus Action, you can teleport to an unoccupied space you can see within 60 feet.

You can use this property three times, regaining all expended uses when you finish a Long Rest.

Alternatively, you can expend two uses to cast Dimension Door without components.

Breath of the Sea

You can breathe air and water. While underwater, a layer of shimmering air surrounds you and your equipment.

You also gain a Swim Speed equal to your Speed.

Dweomersight

You perceive the presence of magic within 30 feet of yourself.

As a Magic action, you can focus this sight until the end of your next turn. During that time, you see a faint aura around any visible creature or object bearing magic, and you learn the school of magic involved, if any.

You can also distinguish between active spells, permanent enchantments, summoned creatures, and creatures transformed by magic.

Rerebrace of Valor

The rerebrace protects the upper arm and contains a hidden extradimensional compartment identical to that of the vambrace.

Weapon of the Coronal

When you attack with a weapon held in the armored hand, that weapon gains a +2 bonus to its attack and damage rolls unless it already possesses an equal or greater bonus.

This does not prevent the additional damage granted by the Vambrace of Valor.

Unclouded Truth

You have Truesight out to 30 feet.

You automatically recognize visual and auditory illusions within that distance. You are immune to spells from the Illusion school of level 5 or lower unless you choose to be affected.

Against Illusion spells of level 6 or higher, you have Advantage on any saving throw and Resistance to any damage they inflict.

Pauldron of Valor

The pauldron covers the shoulder, part of the chest, and the upper portion of the back. Its raised collar bears the ancient device of Myth Drannor: a slender crown surrounded by seven stars.

Shield of the City

You gain a +2 bonus to Armor Class.

This bonus applies whether or not you are wearing armor or wielding a Shield.

Sovereign Will

You are immune to the Frightened condition and have Advantage on saving throws against Enchantment spells.

When you succeed on a saving throw against an Enchantment spell, you can cause the caster to take 2d10 Psychic damage, provided the caster is within 60 feet of you.

Force Blast

As a Magic action, you unleash a bolt of concentrated force at a creature or object you can see within 60 feet.

The target must make a DC 20 Strength saving throw. On a failed save, it takes 5d10 Force damage, is pushed up to 30 feet directly away from you, and falls Prone. On a successful save, it takes half as much damage and is not pushed or knocked Prone.

A Huge or larger creature has Advantage on this saving throw.

You can use this property three times, regaining all expended uses when you finish a Long Rest.

Combined Powers

Any Two Components: Courage Unbroken

While wearing any two components, you gain the following benefits:

  • You gain a +1 bonus to all saving throws.
  • You are immune to the Frightened condition.
  • Your form cannot be changed against your will.
  • You have Advantage on Death Saving Throws.
  • Magic cannot magically age you.

If the Pauldron already makes you immune to the Frightened condition, you instead become immune to any magical effect that would force you to flee, surrender, or betray an ally.

Gauntlet, Vambrace, and Couter: Hand of the Mythal

When these three components are worn together, you gain the following properties.

Adamantine Soul

You are immune to the Petrified condition.

Fivefold Stars

As a Magic action, you launch five blue-white bolts from the fingers of the gauntlet. Each bolt strikes a creature you can see within 120 feet and deals 1d4 + 1 Force damage.

You can direct the bolts at one creature or several. The bolts strike automatically and simultaneously.

You can use this property three times, regaining all expended uses when you finish a Long Rest.

Sundering Ray

As a Magic action, you project a 90-foot-long, 10-foot-wide ray from the gauntlet.

Choose one spell, magical effect, or magically summoned creature within the ray. Treat this as casting Dispel Magic at 6th level, using a spellcasting ability check bonus of +12 when a check is required.

You can use this property twice, regaining all expended uses when you finish a Long Rest.

Complete Arm: Valor Ascendant

When all five components are worn together, they fuse into a single flexible suit of articulated adamantine. They cannot be separated or removed except by you.

While the complete Arm is assembled, you gain all the following benefits.

Grace of the Coronal

The saving throw bonus granted by Courage Unbroken increases to +2.

You cannot be surprised while conscious, and you have Advantage on Initiative rolls.

Wings of Cormanthor

As a Bonus Action, you gain a Fly Speed of 60 feet for 10 minutes. While flying, translucent wings of blue-white light extend from the pauldron.

Once used, this property cannot be used again until you finish a Short or Long Rest.

Eye of the Mythal

You can cast Arcane Eye without material components. The eye appears as a tiny seven-pointed blue star.

Once used, this property cannot be used again until the next dawn.

The Shaping Hand

You can cast Creation without material components. Material created by this spell bears faint elven runes and cannot be used as a costly spell component.

Once used, this property cannot be used again until seven dawns have passed.

Defender’s Refusal

When damage would reduce you to 0 Hit Points but not kill you outright, you can drop to 1 Hit Point instead.

When this occurs, every hostile creature of your choice within 20 feet must make a DC 20 Constitution saving throw. A creature takes 6d10 Force damage on a failed save or half as much damage on a successful one.

Once this property is used, it cannot be used again until seven dawns have passed.

Champion of Myth Drannor

While you are within Myth Drannor, the surrounding region of Cormanthor, or a settlement you have sworn to defend, the Arm recognizes you as its appointed champion.

While defending that place or its inhabitants:

  • You cannot be Charmed, Frightened, Paralyzed, or Petrified.
  • You have Resistance to damage from spells.
  • Your weapon attacks deal an additional 1d8 Force damage.
  • The Arm’s magical properties cannot be suppressed by spells of level 8 or lower.
  • You always know the direction of Myth Drannor while on the same plane of existence.

These benefits immediately end if you knowingly abandon innocent creatures under your protection when you could reasonably attempt to aid them.

Legacy of the Arm

The Arm of Valor was forged during the height of Cormanthyr by a circle of elven and human High Mages. It was intended for a champion who could stand where ordinary warriors would falter—against invading armies, summoned fiends, corrupted mythal magic, and enemies who used enchantment to turn Myth Drannor’s defenders against one another.

The five pieces were separated during one of the city’s many disasters. Some sages believe the separation was accidental. Others claim the archmages deliberately scattered the Arm so that no ambitious ruler could use its complete power against the city it had been created to defend.

Senior Harpers, baelnorn guardians, and the eldest surviving Knights of Myth Drannor may recognize an individual component. Most treasure hunters would see only an unusually beautiful piece of ancient elven armor.

The Arm does not speak, but it possesses a quiet purpose. Its runes grow warm when its wearer protects the helpless and painfully cold when its power is used for cruelty, conquest, or personal glory.

Destruction

No reliable method of destroying the Arm of Valor is known.

Elven sages speculate that the complete Arm could be unmade only within the heart of Myth Drannor’s mythal by the willing sacrifice of a rightful Coronal, while every surviving baelnorn of the city speaks the same ancient High Magic invocation.

Whether such an invocation still exists—or whether the mythal would permit the destruction of one of its greatest defenses—is unknown.

Notes: Bonus: Unarmed Attacks, Damage: Unarmed Attacks, Immunity: Charmed, Immunity: Magical Sleep, Advantage: Constitution Saving Throws, Damage: Force, Resistance: Psychic, Advantage: Intelligence Saving Throws, Advantage: Wisdom Saving Throws, Advantage: Charisma Saving Throws, Bonus: Melee Weapon Attacks, Damage: Melee Weapon Attacks, Set Base: Truesight, Bonus: Armor Class, Immunity: Frightened, Bonus: Saving Throws, Advantage: Death Saving Throws, Resistance: Damage from Spells

xDarkChefx

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