Armor (half plate), artifact (requires attunement by a good-aligned paladin)

Dormant

While wearing the Armor of the Celestial Knight in its dormant state, you gain the following benefits:

  • You have a +1 bonus to AC.
  • You can speak, read, and write Celestial.
  • You have resistance to necrotic damage.
  • You have advantage on Charisma (persuasion) checks made to interact with good creatures, and on Charisma (intimidation) checks made to interact with evil creatures.

Celestial Avatar. You can use an action to become a Celestial Avatar for 1 minute, emanating an aura of divine radiance that sheds bright light out to 15ft. and dim light an additional 15ft. This property ends early only if you die or dismiss it as a bonus action, and you gain the following benefits for the duration:

  • Magical darkness is suppressed within the aura, and a darkness spell cast at 3rd level or lower that overlaps with the aura's bright light is dispelled.
  • Fiends and undead creatures have disadvantage on attack rolls against creatures within the aura's bright light.
  • When a fiend or undead creature enters the aura's bright light for the first time on a turn or starts its turn there, it must make a Charisma saving throw (DC 13). On a failed save, the creature takes 1d8 radiant damage.
  • As a bonus action, you can force a fiend or undead creature within the aura's bright light to make a Charisma saving throw (DC 13). On a failed save, the creature takes 2d8 radiant damage and is blinded until the start of your next turn. On a success, it takes half as much damage and isn't blinded.
  • When a fiend or undead creature targets an ally within the aura's bright light with a spell or attack, you can use your reaction to force the creature to make a Charisma saving throw (DC 13). On a failed save, the creature must target you instead, if they can, potentially wasting the spell or attack. If you take damage from the spell or attack, it can't be reduced by any means, and the creature takes radiant damage equal to half the damage you take.

Once you use the armor's Celestial Aura property, that property can't be used again until the next dawn.

Artifact Properties

While you are attuned to the Armor of the Celestial Knight, you gain the following benefit:

  • You can't be possessed.

When you first attune to the Armor of the Celestial Knight, you gain the following detriment:

  • The armor gives you a quest determined by the DM. You must complete the quest as if affected by the geas spell. Once you complete the quest, you are no longer affected by this property.

Destroying the Armor. The Armor of the Celestial Knight can't be destroyed while evil remains on Scion. If the forces of evil are ever fully eradicated, the armor and any creature attuned to it are destroyed in a brilliant burst of divine light.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Notes: Bonus: Armor Class, Resistance: Necrotic, Language: Celestial, Advantage: Intimidation, Advantage: Persuasion, good-aligned paladin, Stealth Disadvantage

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ShayneDTaylor

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