Originally a divinely inspired creation of the founder of Neverwinter, Lord Halueth Never, this small, innocuous pendant contains a silvery, viscous fluid that splashes inside. Once attuned, its wearer is endowed with the memories of its most recent previous user. Using the power of this memory, each wearer brings forward the collective memory of the previous user, enhancing its wearer's abilities and power. When attuned, those memories shape the enchanted liquid starmetal into any form, limited only by its wearer's and all previous wearer's imaginations.
Forms of the Ancestry
Using a bonus action or a reaction, the wearer may imagine any form or color of covering, clothes, or armor that their mind desires. They are proficient with the class of armor imagined, even if otherwise not. The starmetal fluid immediately reshapes to the wearer's imagination. The starmetal takes on the physical properties of any armor they imagine; however, this armor has the following characteristics instead of its usual ones, and they override all other armors, boots, clothes, hats, helmets, coverings, and shields a wearer may be using:
Quoran's Crystalline Form
AC: 18, Light Armor
This was the preferred form of Halueth's only son, Quoran Never, who inherited his father's pendant after Halueth's passing. A mercurial sheen that reflects and absorbs light, the silvery starmetal swirls into a light weave on its wearer. Wearers who opt for light armor, clothes or other ornamental garb, find their reactions and speed enhanced. For brief periods of time, the user senses and actions become so prescient that time appears to slow around them as they act. While in this form:
- Your walking speed is increased by 15.
- Opportunity attacks made against you have disadvantage.
- You may take the hide, disengage, or dash action as a bonus action.
- You gain advantage on dexterity checks, and dexterity saving throws.
Halueth's Crucible
AC: 20, Medium Armor
It's original master imagined a form so exquisite that even the most blessed dwarven armorers of Mount Celestia would have trouble competing with it. The starmetal coagulates into ornate plating, which undulates into radiant pteruges and chainmail. A wearer who opts for medium armor finds their both ability to defend and attack enhanced with magical prowess. They also gain a newfound affinity to bend magical leylines of energy to their will. While doing so, they become resistant to magic, while simultaneously able to harness its power. While in this form:
- Using a reaction or bonus action, you may capture and harness a fundamental arcane energy when within 5ft feet of cold, fire, lightning, acid, thunder, force, necrotic, or radiant energy. You may choose to expend this energy during your next damaging spell, ranged, or melee attack. It deals and additional 1d10 of the damage type absorbed. This damage becomes 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 16th level. You are also resistant to that damage type, until using this ability again to change energy types, expending the energy on a spell or attack, or no longer wearing the pendant, or until another magical affect or ability would prevent the pendant from operating normally (such as anti-magic fields, dispel).
- You gain advantage on persuasion, and history checks, and intelligence saving throws.
- You gain advantage on saving throws against being charmed, and magic can't put you to sleep.
Fortress of Bahamut
AC:22, Heavy Armor
The primal form of the armor takes after its divine progenitor, Bahamut. The star metal coalesces into a large, dense, nearly impervious network of scale-like plating and flexible starmetal weave that shines a hue of regal blue. Though bulky in appearance, to its wearer, it weighs no more than a light jacket. The wearer that honors Bahamut by using this form is endowed with an immense level of physical strength and protection. While in this form:
- This armor counts as adamantine.
- You have resistance against bludgeoning, piercing, and slashing damage from non-magical sources of damage.
- Any effect that would cause you to move against your will is reduced by 15 feet (such as pushing, pulling, or kinetic magic), and you cannot be knocked or pulled prone.
- Any amount of fall damage you receive is halved.
- You have advantage on any strength checks, and strength saving throws.
- Your strength score becomes 23.
Notes: Requires attunement with a Good aligned Paladin or Cleric.
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