This piece of armor glows blue with a light so soft that you can barely tell it is glowing at all, but enough for it to stick out. when it is worn, it assimilates itself with the rest of your attire, becoming a nice sash to go with your dress, or a shiny studded plate which perfectly meshes with the rest of your suit.
aura of importance. as an action or a bonus action, the artifacts wielder can emit an aura of importance in a ten foot sphere centered around itself, or doff it as a bonus action. this aura forces any non ally creature who starts their turn in the radius to make a d12 wisdom saving throw or focus their efforts on attacking the wielder. on a success, the creature is immune to this effect for 24 hours. this aura does not do anything while outside of combat.
Hero of Legend (once per day) this artifact allows the wielder to, as an action, produce illusions of grandeur which randomly appear in a 120 foot radius of you, dispersing after 1d6 hours. roll a d8, choosing one of the following effects as a result of the artifacts power. all illusions created by this effect are not under the wielders control. a creature can use its action to perform an intelligence (investigation) check against the wielders wisdom to decipher if it is an illusion.
1: a travelling minstrel passes by, telling stories of the legendary adventures the wielder has gone on. these stories are either completely fabricated or exaggerated to make the wielder seem more renowned and heroic than they may already be.
2: a nobleman of the same race as the wielder approaches them, stating that they are the youngest in a long line of warriors, figures of nobility, or heroes, godlike in their might and destined for greatness.
3: any non-magical documents or pieces of literature will become filled with ancient prophecies surrounding the wielder and how they are destined for greatness. if no books are present, these prophecies will be inscribed in ancient structures or flat stone surfaces
4: an orc warlord or hobgoblin captain will charge in, before immediately running the opposite way when they see you, screaming and yelling in fear
5: hushed whispers can be heard within the radius, especially within crowds, which talk about how the wielder is secretly a demigod, a figure of nobility, or some other important figure in disguise. these rumors will likely spread like wildfire
6: illusions surround the wielder, surrounding them in a holy light indicative of a gods blessing
7: a horde of fanboys will swarm you, asking you to sign their quill or their rectum
8: roll again twice, using both of the effects. do not count any eights after this one.
Dramatic Sacrifice. the wielder is able to summon a goofy side character as if by the "find familiar" spell. this goofy side character has the stats of a commoner, and acts as the wielders familiar. at any time, the wielder can use a reaction to stop a single attack of any magnitude directed at them, forcing their familiar to jump in the way of the attack, soaking up the damage themselves in the place of the wielder. if the goofy side character dies from this, they cannot be summoned again for 2d6 days, after which an identical goofy side character will appear.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Notes: Immunity: Critical Hits, The wearer will immediately attune to the armor, because they are the chosen one, and have to be good at everything, Combat, Warding
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