Armor (plate), legendary (requires attunement)

This suit of armour is forged from celestial mithril and adorned with radiant gems. It provides the wearer with resistance to necrotic damage and grants an advantage on saving throws against spells cast by undead or fiends.

Divine Ward (Recharge 1/Day): Once per day, as a reaction when targeted by a spell or attack that deals necrotic damage or is cast by an undead or fiend, you can activate the armour to create a shimmering barrier of divine energy. This barrier grants you resistance to all damage from the triggering spell or attack and imposes a disadvantage on any saving throws associated with it. Additionally, you gain temporary hit points equal to your level, which last until the start of your next turn.

Radiant Beacon (1/Long Rest): Once per long rest, you can activate the armour to emit a radiant beacon of light. All undead and fiends within a 30-foot radius must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be blinded for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Healing Glow: While wearing the armour, you gain the ability to channel divine energy to heal yourself or an ally. Once per short rest, you can touch a creature and expend hit points equal to your level to restore an equal amount of hit points to that creature.

Celestial Resilience: You gain an advantage on all saving throws against spells and effects that would attempt to banish, charm, or frighten you. Additionally, you are immune to the effects of magical aging.

Angelic Guidance: Once per day, you can seek guidance from celestial entities. You may ask one question related to your current situation or a course of action. The answer comes in the form of a brief vision or feeling, providing valuable insight or warning.

Sentry of the Heavens: While wearing the armour, you gain the ability to perceive celestial threats. You have an advantage on Wisdom (Perception) checks to detect the presence of undead or fiends within 60 feet of you, even if they are invisible or hidden.

Guardian's Spirit: When not being worn, the Armor of Celestial Protection can animate itself and defend its surroundings. Once per long rest, you can command the armor to protect an area or individual for up to 8 hours. During this time, the armour acts as a guardian, patrolling the designated area or accompanying the designated individual, attacking any undead or fiends that threaten them. The armour uses your proficiency bonus for its attack and damage rolls, and its AC is 18. This effect ends early if you or another creature attuned to the armor dons it, or if you use a bonus action to end the effect.

Celestial Blade: Once per long rest, when the Armor of Celestial Protection is not being worn, you can command it to transform into a legendary celestial longsword for up to 24 hours. This longsword sheds bright light in a 15-foot radius and dim light for an additional 15 feet. It is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The longsword has the following properties:

  • Weapon Type: Longsword
  • Damage: 1d8 slashing
  • Special: Deals an additional 2d6 radiant damage on hit.
  • Special: Critical hits with this weapon deal an additional 1d8 radiant damage.
  • Special: This weapon has a +3 bonus to attack and damage rolls.

Sentient Blade: While transformed into the celestial longsword, the Armor of Celestial Protection gains sentience and the ability to act autonomously. It can communicate telepathically with its wielder and has an Intelligence score of 14, Wisdom score of 12, and Charisma score of 16. It can perceive its surroundings and make decisions based on its alignment (Lawful Good) and the protection of its wielder and allies. The sentient blade can use its own movement to position itself strategically in combat and can make attacks independently of its wielder.

Necrotic Dispersion: While in its celestial longsword form, the Armor of Celestial Protection can dispel all necrotic magic and effects within a 120-foot radius centered on the wielder. This ability can be used once per long rest and functions as the dispel magic spell cast at 6th level, but affects only necrotic magic and effects.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Notes: Str. 15 Required, Stealth Disadvantage

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