Wondrous Item, legendary (requires attunement by a "chosen" Humanoid creature with a Good alignment, Str 10+, and proficiency with medium armor, shields and longswords)

A glowing blue amulet with the power to repel evil, this item can not only create a suit of armor that fits the wearer perfectly, but it also creates the Sword of Daylight, a legendary blade, and a shield with the emblem of an unknown god. Only one has ever existed, and it has a long history of blood and destruction. It was forged by a powerful wizard long ago to become an unbreakable symbol of protection, and was at first passed through Orcish tribes, until the Amulet chose a human a century ago, and the Great War destroyed all records of the Amulet's true history... or so the people of the world were led to believe. Only the chosen one can wield the amulet, but the amulet will go to its chosen one as soon as possible, sometimes even magically flying straight to it. Upon coming to its chosen master, the Amulet will annoy them into attuning to it using any tools it can; stalking, minor telepathic communication, etc. This item is based on the Amulet from "Trollhunters" by Guillermo Del Toro.

Activating the Armor of the Amulet. Using a bonus action, an attuned humanoid can speak the command words to conjure (and immediately don) a glowing metal suit of plate armor that shrinks or grows to fit the current wearer, even accommodating for physical or illusionary changes in real-time. This armor gives AC 20, is medium, is immune to critical hits, and imposes no stealth disadvantage. It is also unbreakable. All abilities of the amulet (except the curse and activating the Armor) only apply when the Armor is worn.

Resist Evil. The person wearing the Armor is always under the effects of a protection from evil or good spell unless they choose to turn this off (or back on) with a free action. The wearer also gains immunity to necrotic damage and resistance to piercing damage, as there are very few chinks in the Armor.

Sword of Daylight. While wearing the Armor of the Amulet, you can use a bonus action to conjure the Sword of Daylight, a +2 longsword with a glowing blue metal blade. For all purposes, the Sword counts as a magic weapon. The Sword has many abilities.

  • Bane of Orcs. Any attack that hits an orc with an evil alignment is automatically considered critical for the purposes of damage, but the extra critical-hit damage is always radiant. If an Evil orc is reduced to lower than 5 hit points, it must succeed on a DC 14 Constitution saving throw or become petrified. This petrification can be removed using Greater Restoration or similar (above level 4) spells.
  • Radiant Blast. Once per day, you can use an action to let out a blast of radiance from the sword. Each hostile creature in a 30-foot radius must succeed on a DC 19 Dexterity saving throw. On a failure, they take 6d8 radiant damage and are blinded; on a success, they take 4d6 radiant damage.
  • Commanding Daylight. The sword has 14 charges. While wielding the sword in 2 hands, you can expend a number of these charges to cast the following spells without material, verbal, or somatic components: Light (on the sword, 0 charges), Magic Missile (1 charge + 1 for each level above 1st), Cure Wounds (3 charges + 1 for each level above 1st), Daylight (4 charges), Darkness (4 charges), Mass Healing Word (4 charges + 2 for each level above 3rd), Mass Cure Wounds (6 charges + 2 for each level above 5th), Revivify (10 charges), or Raise Dead (14 charges). The Sword has a +9 Spell Atk Modifier and a Spell DC of 17. The Sword regains all charges at dawn. If the Sword runs out of charges, roll a d20. On a 18-20, the Sword returns to the amulet and can't be re-summoned for another 4 days.

Shield of the Sun. While wearing the Armor of the Amulet, you can use a reaction (when an attack hits) or a bonus action to create the Shield of the Sun, a metal shield with the emblem of a long-forgotten god of fear. The shield adds +3 to armor class, and can be wielded even if the Sword of Daylight is being used with two hands. Also, once every hour, the wielder can use an action to channel the energy of the emblem to strike fear into the hearts of your enemies. The wielder may choose up to 7 targets within 60 feet of you that aren't blinded or deafened. The shield lets out a loud sound that forces enemies to look, and the shield's emblem is projected into their mind. The creatures must make Charisma saving throws (DC 17) or be frightened of you and the shield, and take every turn to move away and use their action(s) to either Dash away, Hide from the wielder, or Dodge for the next 2 turns. Orcs and similar creatures of orcish descent (half-orcs, etc.) are immune to this.

Blades of the Morning Light. While wearing the Armor, you can use a bonus action to sheathe the Sword (if it is not already sheathed) and summon the Blades of the Morning Light, which are built into the sleeves of the armor. The Blades are two +1 handaxes which, when thrown, always return to your hand whether they hit or miss. The blades can be put together using a bonus action to effectively form a boomerang shape, which does double the damage and is considered a +2 magic item. The Blades can be used if the Sword is unusable (all charges expended).

Power of Light. All attack rolls, saving throws, and other checks made relating to the armor have advantage while in the Upper Planes.

Curse. Once the wielder attunes to the amulet, they cannot remove it from their person in any way unless they die. Attempts to do so will simply teleport the amulet to the wielder's hand. Also, the longer the wielder has the amulet, the more orcish their features become, if they were not already an orc or half-orc. They might sprout horns, or fangs, or even - in extreme cases - lose themselves to the rage of MunGar the Evil. Each year that a non-orcish person wields the amulet, roll a d100. On a 1-50, nothing happens; on a 50-75, their physical features change slightly over time; on a 75-90, their features change greatly over time; on a 90-99, they add 10 to their total HP at the cost of losing 1 intelligence; and 00 turns them into a raging orc (statistics in Monster Manual) until either a remove curse or similar spell is cast on them, or they are turned to stone, which forces them to shed their orcish features, breaks the petrification, reverts them back to their original form and prevents the d100 effects from affecting them again. Casting remove curse on the amulet works, but the next time the d100 rolls a 90-99, the effects become permanent, barring a wish spell. 

Notes: Immunity: Critical Hits, Set: Armor Class, "chosen" Humanoid creature with a Good alignment, Str 10+, and proficiency with medium armor, shields and longswords, Healing, Buff, Combat

Item Tags: Healing Buff Combat

DM_of_death77

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