A shield embossed with a golden sun, made of a powerful Elven-Mithril and Dwarven-Adamantine alloy. The edges are sharp and plated with gold, the shape reminiscent of a knight's shield but with sharp crescent-moon divots at each of the three points. A strap of reinforced mithral-inlaid leather and a coating of pure platinum adorn the inner surface.
This shield was forged with the combined efforts of all three Great Elven Kingdoms, the Dwarven city Thogborrimm, and the gods Corellon and Pelor in tandem.
Blessed: Once attuned, this shield cannot be unattuned for any reason, even death. The shield can be apart from the attuner, but at no time is the connection between the two severed. A 17th level character attuned to this shield can attune one additional magic item, as if they had an additional attunement slot.
While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Hero's Cleave: Spend 1 charge of the shield to make a melee weapon attack. This attack targets each creature of your choice within a 60-foot radius as if they were in melee range. Roll once for attack and damage, applying the result to each target individually. This ability can be used only once before each short or long rest.
Knight's Challenge: As an action, you may spend 1 charge and raise the shield in readiness. Each creature within a 60-foot radius that can hear or see you must succeed on a DC 22 Wisdom save or be compelled to attack only you for the next round.
Defender's Renewal: As a reaction to a melee attack missing you by 5 or less, you may spend 1 charge of the shield to empower your allies. Each creature of your choice within 60 feet regains hit points equal to the damage that would have been dealt by the attack. If this would exceed their health cap, the remainder of hit points can be applied as temporary HP.
Champion's Resolve: While holding this shield, you have advantage on saves against spells and effects that attempt to charm, possess, or frighten you.
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, Advantage: Saving Throws, creature with a strength score of at least 21, and charisma score of at least 17., Detection, Warding







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