While you are touching/wearing this item and are attuned to it or within a number of feet equal to 10 x tier# of the person who is attuned to it and that person is not incapacitated, you receive the following benefits depending on the Tier of the Artifact. Only one person can benefit from this artifact at a time unless otherwise stated. This item can also be used to sheathe a sword of any size provided the blade doesn't have sentience with an evil alignment. But when a holy sword is sheathed within, it increases that swords attack and damage rolls by +1 for 1 hour after the sword is drawn.
Tier I
You stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. Only one person can benefit from this trait over the course of a short rest.
Tier II
You regain 4 HP at the start of your turn if you are below half of your maximum HP and are not at 0 HP. In addition, the hit die improvement of Tier I now affects all creatures within 30 feet as the scabbard exudes life.
Tier III
Poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. You do not age and cannot be aged magically. You are also immune to contracting any disease, if you are already infected with a disease, the effects of the disease are suppressed. These benefits are granted to the attuned individual as well as whomever is touching/wearing this item. Dead or dying flora springs to life when within 10 feet of the scabbard.
Tier IV
You regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the scabbard causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.The healing granted in Tier II is increased to 6 HP and you recover two points of exhaustion over a long rest instead of one. In addition, Once per short rest the attuned individual can use a bonus action that they must take during their first turn of combat to cause a surge of protective energy to emit from the scabbard. When they take this action, all creatures of your choice within 30 feet gain 3d8 temporary hit points.
Tier V
Once per long rest, the attuned individual can use a reaction that they take when they or whomever is touching/wearing the scabbard takes damage, and speak it's true name. When they do this the holder or the attuned individual, your choice, instead takes no damage and becomes immune to all damage until the start of their next turn and gain resistance to all damage for 1 minute afterwards.
Notes: This item is based off of the Fate/Stay Night lore of Avalon, but adjusted to be a little more balanced. It's abilities are broken into tiers that are meant to be unlocked as the player progresses. It's up to you when or how you want this progression to occur. Also note that for the Tier IV limb regeneration to work on someone other than the attuned individual the attuned individual must be within range and must not be incapacitated for the duration (1d6 + 1 days). The interaction between this ability and the effects of exhaustion from lack of rest are intended. Effectively, if you roll a 6 on this, the attuned individual dies from exhaustion the morning that the lost limb of the beneficiary is restored. , Healing, Warding
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