Wondrous Item, artifact (requires attunement)

The Armiger Crystal is an enigmatic sentient being. Its origins are unknown, and it is seemingly the only one of its kind. Those who possess this crystal are known as "Heralds." According to previous Heralds, it literally becomes their heart, taking on its shape and size, almost like as if their heart had crystalized. The supposed color and material of the crystalized heart varies between individual Heralds, which is only known to others if the current Herald disclaims that information.

The Armiger Crystal grants its Herald access to a vast arsenal, known as Armorial Bearings. They can be summoned with a mere thought, and are each stored inside the Armiger Crystal itself.

A Herald can only pass it to another individual, known as the "Inheritor," if the two have either a bond of kinship or friendship. The current Herald must consult with the crystal to see if the Inheritor is worthy, or has evil intent. In that instance, the Armiger Crystal will inform the current Herald that they must choose someone else to be the Inheritor. 

Upon a Herald's death the Armiger Crystal will shatter, leaving the body of the dead Herald, and entering the body of the Inheritor. If a Herald dies before choosing an Inheritor, the crystal will enter the body of the closest living being that it deems worthy. It never allows itself to be inherited by evil beings, and is most commonly seen being used by good people of high nobility, royalty, military leadership, chieftainship, or any other role that demands reverence and good leadership skills. 

Sentience. The Armiger Crystal is a sentient neutral good wondrous item with an Intelligence of 20, a Wisdom of 24, and a Charisma of 16. Its hearing and sight are based on your own. It communicates telepathically with the you, and can speak, read, and understand the same languages as you, as well as Celestial. The Armiger Crystal is immune to being Charmed and Frightened.

Personality. Although the Armiger Crystal still maintains its own opinions, it tends to take on the most notable traits of your personality. It has a tendency of speaking logically, and using a lot of logic with moral decision making and questioning. However, it prefers to not ignore morals, and does its best to keep morality in mind. 

Curse. The Armiger Crystal experiences envy when you comes into possession of any magic item other than itself, including magic weapons and armor. As such, putting a magic item in the your hands will disable that item's magical properties as long as it remains in your hands. If you attempt to use the magic item, you must succeed on a Constitution saving throw with disadvantage or suffer one point of exhaustion. Upon succeeding, you can use that magic item for 1 hour. 

Item Rarity Save DC
Uncommon Item 4
Rare Item 8
Very Rare Item 12
Legendary Item 16
Artifact  20

 

Language. You can speak, read, and write Celestial. 

Proficiencies. You gain proficiency with all armor, shields, and weapons. 

Fighting Styles. You adopt the Thrown Weapon Fighting, and Two-Weapon Fighting styles. 

 

Armorial Bearings

These are the armor, shield, and weapons that are summoned when you use the Armiger Crystal's power. Each Armorial Bearing is made of pure magic, translucent, and have a color matching that of the Armiger Crystal.

You cannot be disarmed of any Armorial Bearing. The Armorial Shield, or any of the Armorial Weapons you are currently wielding, will automatically expel when you are Incapacitated, Paralyzed, Petrified, Stunned, or Unconscious.

Expelling one Armorial Bearing and summoning another to replace it; Summoning two at the same time; and expelling two at the same time all require 1 Action. If you want, you can sacrifice 5 HP to make any of those Actions as a Bonus Action. Summoning or expelling a single Armorial Bearing can be done as a Free Action. You can freely summon one Armorial Bearing upon rolling initiative. On a roll of 20, you can summon two Armorial Bearings as a Free Action. 

Counterspell and Dispel Magic cannot expel the Armorial Bearings, but Antimagic Field can.

 

Armorial Armor 

You automatically have access to each of these upon inheriting the Armiger Crystal. There are three sets of Armorial Armor: Light, Medium, and Heavy. Their designs are entirely designated by you. Each of them provides resistance to nonmagical attacks. 

Light Armorial Armor. You summon transparent armor around your arms and legs.

Wearing this Armorial Armor grants you the following benefits:

  • Your Armor Class becomes 13 + your Dexterity modifier.
  • You can roll a d12 in place of the normal damage of your unarmed strikes. 
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Any Armorial Weapon you wield while this is worn gains a +1 bonus to its attack and damage rolls.

Medium Armorial Armor. You summon a transparent breastplate around your torso, as well as a helmet on your head.

Wearing this Armorial Armor grants you the following benefits:

  • Your Armor Class becomes 16 + your Strength or Dexterity modifier.

Wearing this Armorial Armor grants you the following detriments:

  • You have disadvantage on Dexterity (Stealth) checks.

Heavy Armorial Armor. You summon a transparent suit of armor around your entire body.

Wearing this Armorial Armor grants you the following benefits:

  • Your Armor Class becomes 20 + your Strength modifier.
  • You can roll a d12 in place of the normal damage of your unarmed strikes. 
  • Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
  • Any Armorial Weapon you wield while this is worn gains a +1 bonus to its attack and damage rolls.

 Wearing this Armorial Armor grants you the following detriments: 

  • You have disadvantage on all Dexterity checks and saving throws.
  • Your movement speed is halved. 
  • You cannot fly or swim. 

 

Armorial Shield 

You automatically have access to this upon inheriting the Armiger Crystal. With a design entirely designated by you, this translucent shield grants a +2 bonus to your Armor Class when wielding it. When you wield it with two hands, you gain a +4 bonus to your Armor Class instead. As long as you wield the Armorial Shield, you can use your reaction to cast Shield, causing the Armorial Shield to change its shape and size rather than having an invisible barrier of magical force appear to protect you. 

Heraldic Protection. While wielding the Armorial Shield, you can use your reaction to protect your allies. If an enemy rolls an attack roll against an ally within 5ft of you, you can cast Shield to give a temporary +5 bonus to that ally's Armor Class to make the attack miss, making the Armorial Shield expand to protect them. 

 

Armorial Weapons 

Unlike the Armorial Armor variants, as well as the Armorial Shield, you must earn each Armorial Weapon. After inheriting the Armiger Crystal, you must spend at least 1 minute in combat using the weapon that you wish to become an Armorial Weapon. Combat can be something as intense as a full scale war or battle, but it could also be something as simple as a sparring match or training session.

You cannot summon more than one of the same type of Armorial Weapon (e.g. You cannot have two Armorial Longswords at the same time, but you can have an Armorial Longsword and an Armorial Shortsword at the same time). Attacks made with Armorial Weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Fast Hands. You can call upon the Armiger Crystal to become more dexterous with your melee weapon attacks. As a Bonus Action, all melee weapons that have the finesse property gain a +15 bonus to their attack rolls for 1 minute, but suffer a -5 to their damage rolls. Once you use this feature, you must finish a short or Long Rest before you can use it again. 

Strong Arms. You can call upon the Armiger Crystal to put more strength behind your weapon attacks. As a Bonus Action, all weapons that are wielded with two hands gain a +15 bonus to their damage rolls for 1 minute, but suffer a -5 to their damage rolls. Once you use this feature, you must finish a short or Long Rest before you can use it again. 

Quick Release. You can call upon the Armiger Crystal to become more accurate with your ranged weapon attacks. As a Bonus Action, all ranged weapons and thrown weapons gain a +10 bonus to their attack rolls for 1 minute. You can also make a ranged weapon attack as a bonus action for this duration. Once you use this feature, you must finish a short or Long Rest before you can use it again.

Heraldic Ordnance. Choose a willing creature that you can see within 30ft of you, and then select one of your Armorial Weapons. The chosen weapon is summoned into the hands of the chosen creature, and will be expelled once one of the following occurs:

  • The creature is disarmed and drops the Armorial Weapon.
  • The creature chooses to return the Armorial Weapon to you. 
  • You or the creature are Incapacitated, Paralyzed, Petrified, Stunned, or Unconscious.

The number of creatures you can choose increases to two at 8th level, three at 12th level, four at 16th level, and five at 20th level. Each chosen creature can only wield one Armorial Weapon. 

 

Heraldic Rebirth

In the event you die in combat, or by any means from old age or sickness, the Armiger Crystal will take control of your body. Energy with a color matching the crystal will begin forming around you, and your veins and eyes will begin glowing the same color as well. Your DM will decide whether they or you will take control of your actions. The moment it activates, all creatures within 15ft must succeed on a Dexterity saving throw (DC 21), or take an amount of Force damage equal to your level, and be pushed back 5ft. Then all creatures within 30ft that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you for 1 minute. 

While in this state, you gain the following benefits:

  • You gain 99 Temp HP
  • Summoning and expelling Armorial Bearings as a Bonus Action does not drain any HP. 
  • You gain the effects of Haste without needing to concentrate, which lasts until this state ends. 
  • You gain a flight speed equal to your walking speed. 
  • You have advantage on all Strength saving throws. 
  • You have resistance to Necrotic and Radiant damage. 
  • You have immunity to being Charmed and Frightened.
  • All weapon attack rolls and damage rolls gain a +10 bonus, and you can make one weapon attack as a bonus action. 

You will remain in this state until you run out of Temp HP. For every hour you spend in this state, you lose 1 Temp HP. Upon dropping to 0 Temp HP, you will remain dead, and the Armiger Crystal will leave your body. To avoid this, someone must cast Revivify on you before you run out of Temp HP, as it won't work after you run out.  

Notes: Language: Celestial, Proficiency: Light Armor, Proficiency: Medium Armor, Proficiency: Medium Armor, Proficiency: Heavy Armor, Proficiency: Shields, Proficiency: Simple Weapons, Proficiency: Martial Weapons, Proficiency: Improvised Weapons, Feat: Choose a Feat, Feat: Choose a Feat, Damage, Buff, Combat, Cursed

Item Tags: Damage Buff Combat Cursed

RyukaMiura02

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