These ethereal bands are empowered with the spirits of ancient beings, their souls now infused into them to watch for their chosen one. The Ancient beings made the bands to hold their own souls, until they could one day find a paladin worthy of wielding them, a paladin they would call the "Protector". The bands are only visible to the wielder and those that the Ancient beings allow. A Protector knows how to keep allies safe, whether that means taking the hits for everyone else, or killing the enemies that stand against you and your allies. While attuned to this item your charisma score and ability score maximum increase by 2, and your constitution score is set to 20.
Charismatic - Creatures in your aura gain a bonus to charisma and wisdom checks equal to your charisma modifier, and have advantage on any persuasion or deception checks.
Juro's Ancient Protector - Your connection to the ancient beings before you only grows more powerful, admiring your will to protect, they too watch over you. As a bonus action you may invoke the blessing of the Ancients, which lasts for ten minutes, until you end it as a bonus action or until you die. While active, you gain a flying speed equal to your walking speed, and a +3 bonus to all saves against spells, as the ancient being Juro connects with you to empower your capabilities. Additionally you grant any creatures of your choice within your paladin aura advantage against on saving throws against spells.
Verta's Defender - You always know how to weave your way around a battlefield to position yourself in the most advantageous spot for your allies. You gain a +3 to your AC, your movement speed increases by 30 ft. and you no longer provoke opportunity attacks. Additionally once per turn you may mark one creature in your aura with the Defender's blessing until the start of your next turn, as the ancient being Verta connects with them to enhance their defensive capabilities. A creature marked with this blessing may add a 1d4 to saving throws, and all attacks against them are rolled with disadvantage.
Aires' Offender - You understand that no defense can fully protect others without a certain amount of offense. At the start of each of your turns you can flare with a radiant light, forcing any creature of your choice within your aura to make a constitution saving throw equal to your charisma score or take 27 (6d8) radiant damage and be blinded. On a successful save, a creature takes half as much damage and is not blinded. Additionally once per turn you may mark a creature within your aura with the Offender's Blessing until the start of your next turn, as the ancient being Aires connects with them to empower their offensive abilities. A creature marked with this blessing makes all attack rolls at advantage, and gains a bonus to their damage rolls equal to your charisma modifier.
Life Line - As an action you may tether yourself to a willing creature, forming a spiritual link between the two of you. You may only have one tethered creature at a time, and the link ends when you decide to end it as a free action, or if the tethered creature is on another plane of existence from the one you're on for longer than a minute. While linked to you, the creature is considered to be within your paladin auras. Whenever a linked creature regains hit points, the other linked creature regains hit points equal to half the amount of healing the other received, and you may chose to reduce the damage they receive by half, and take the same amount of damage in return. Additionally your connection to them is empowered, unless you so chose, you and the linked creature cannot be effected by a condition (excluding unconscious from hitting zero hit points) unless both of you are under the condition.
Notes: Bonus: Charisma Score, Bonus: Charisma Ability Checks, Bonus: Wisdom Ability Checks, Bonus: Armor Class, Bonus: Speed, Set: Constitution Score, Paladin blessed by the Ancient Protector Juro
Previous Versions
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7/19/2022 3:11:21 PM
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7/21/2022 12:27:21 AM
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7/22/2022 7:55:54 PM
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