Armor (shield), legendary (requires attunement by a Requires attunement by a Cleric.)

A Gold and White shield, that looks to be carved from stone, a large white gem adorns the center of the shield.

- This shield is unbreakable, and thus is unable to be broken, cracked, scratched, cut, crushed,  or otherwise damaged by any means, magical or not.

- Grants the wearer +3 to AC, as well as resistance to damage from nonmagical attacks, as well as resistance to necrotic damage.

- Spells that would heal an ally or target an individual enemy can be cast through this shield, granting an extra die used to in the spell.

- When an Ally of the wearer falls to 0 hitpoints, the wearer can use their reaction to create a blast of divine energy, effecting all enemies and allies within a 35ft radius. (Allies heal for 2d8 + spellcasting modifier, and Enemies take 2d8 + spellcasting modifier radiant damage, and must succeed on a strength saving throw (DC 18) or be pushed back 10 ft and knocked prone.) This effect can only be used once per day.

- The Hurtling stars from Arcane's onslaught razed the city of Mirial. All that remained in the crater was the shining light of Illumus, the only remnant of his champion, Agamemnon.

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: Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Resistance: Necrotic, Bonus: Armor Class, Requires attunement by a Cleric.

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ArcaneElysium

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