Armor (half plate), legendary (requires attunement)

Selethra smiled darkly as she watched the battle - no, the slaughter - unfold on the plain below her vantage, a tall, dark stone outcropping. The battle would be over soon, for the city her forces assaulted had sent forth its entire garrison to hold back her unholy warriors. They had made quick work of the initial force of mindless zombies and skeletons she had sent, but their shock when her wraiths had risen from the ground around them was short-lived - nearly all of them now lay dead. Only a small band of soldiers remained, and they were clearly terrified at the sight of the lumbering giant skeletons and zombified ogres advancing to destroy the city gates.

The shadar-kai necromancer's smile, however, was not for the death her minions wrought - it was for what that death would achieve. Once she had access to the city with its defenders were gone, Selethra could break into the arcane vault hidden beneath the city's temple and take for herself the very last item she required to begin her ascent to lichdom. Now, as the last of the city's defenders fell and her undead brutes began their work, Selethra and her undead generals descended to approach the city.

The thick, twenty-foot-tall wood-and iron constructions that had been the gates thundered to the ground in a cloud of dust and... light? As the dust settled, the light from within grew brighter and brighter, and Selethra's minions drew back in revulsion. Standing confidently in the gate was a resplendent figure in white clothing and glowing golden armor; in his hands was an enormous sword, gleaming in the light of his armor. Selethra gasped, then commanded her generals and all of their forces to attack the lone defender. Reviewing her spellbook, she prepared for a bitter fight against this radiant warrior, obviously prepared to deal with opponents such her swarm of undead.

Chanting fiercely in the ancient language she used to cast her spells, Selethra watched, horrified and amazed, as the warrior ripped through her minions as though through grass and leaves, the sword in his hands flaring with brilliant energy whenever it made contact with her soldiers. Though she blasted him with wave after wave of deathly energy, drawn straight from the Negative Plane, he appeared indifferent to what should have crippled him in seconds. As he drew closer to Selethra's position, more and more of her minions surrounded him, until she could no longer see anything of him but the flashes of radiance coming from his blade.

Then, as though the gods themselves had sent their power to him, a blinding pillar of divine flame descended from the sky to incinerate the undead horde in a blaze of light. Selethra herself stopped casting her dark spells, so great was the pain of that soul-searing strike. Falling to her knees, she looked up to see not one of her minions still standing and the radiant warrior advancing slowly toward her. At that moment, Selethra knew this was to be her end, for no one could stand against the wrath of a Champion of the Gods.

This ornate set of gilded steel half-plate is engraved with Celestial glyphs and wards, and it emits a faint golden light. Forged millennia ago for warriors chosen by the gods as their champions, only six sets of this armor are known to exist. This armor is bestowed only upon those deemed worthy of great honor and trust by the gods (or their representatives), and it allows its wearer to channel divine energy as both a weapon and a defense.

While wearing this armor, you have a +3 bonus to AC; you have resistance to necrotic and radiant damage; and at the start of each of your turns in combat, you regain hit points equal to 1d6 + your proficiency bonus.

Blazing Radiance. You can use an action to call down a column of radiant fire in a 20-foot radius, 60-foot high cylinder centered on you. Each hostile creature within the column must make a Constitution saving throw (save DC 21), taking 4d10 radiant damage on a failed save, or taking half as much damage on a successful one. A creature that fails the save is also blinded until the end of your next turn.

When you use this effect, you and any creatures of your choice within the column are cured of any effect causing you to be charmed, frightened, paralyzed, or poisoned, as well as of any disease and of up to one level of exhaustion. Each creature affected in this way sheds bright light in a 10-foot radius and dim light for another 10 feet for the next minute.

Once you use this effect, it cannot be used again until the next dawn.

Divine Rescue. The armor has 3 charges, and it regains all expended charges daily at dawn. When you or a creature you can see within 30 feet of you fails an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to expend a charge, roll 2d4, and add the number to the save's total, potentially changing the outcome.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Notes: Bonus: Armor Class, Resistance: Necrotic, Resistance: Radiant, Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Blinded, Healing, Damage, Control, Buff, Debuff, Combat, Warding, Stealth Disadvantage

Item Tags: Healing Damage Control Buff Debuff Combat Warding

Helmut_McQuack

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