Armor (shield), legendary (requires attunement by a You must have a chaotic or evil alignment)

While holding this shield, you have a +5 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Great Shield: Must have a 18 STR to wield. You can only wield light weapons while wielding this shield unless you have a 20 STR and a 18 DEX. You have advantage against being knocked prone and knocked back, you also gain advantage AOE effect/attack that you can see.

 Dark Summon: As an action you can summon a fiend by paying 1d12 of your health times the fiend's CR, the fiend goes after you and will remained summon until the start of your next turn.

Ture Bane: As an action you can spend 1d6 of health per target to cast bane on them with no save.

Decay: As an action you can spend 5d6 of you health to cast Destructive Wave CON save DC16 however all of the damage becomes necrotic.

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: Bonus: Armor Class, You must have a chaotic or evil alignment, Combat, Warding

Item Tags: Combat Warding

ReaperLordNedz

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