Wondrous Item, legendary (requires attunement by a barbarian)

The Aetherguard is a gilded steel vambrace of celestial origin containing the trapped soul of a planetar within it. This planetar was once the sworn defender of a powerful celestial, but was tragically separated from them and sealed inside of its own armor.

While attuned to the vambrace, you gain a +1 bonus to AC and one additional use of your barbarian rage feature per long rest. In addition, your melee weapon attacks deal an extra 1d6 of radiant damage while you are raging.

Wrath of the Imprisoned. When you attune to the Aetherguard, the planetar's anger lashes out at you blindly. The vambrace destroys the arm it was attached to up to the elbow and replaces it as a fully functioning prosthetic. You cannot remove this prosthetic or end your attunement to it unless either the planetar is released or you die.

Casting dispel evil and good on the arm has a ten percent chance of freeing the planetar. The spell succeeds automatically if it is cast by another planetar, a solar, or a deity. Ending your attunement to the arm does not restore the lost limb.

Sentience. The Aetherguard is a sentient, lawful good item so long as the soul of the planetar is contained within it. While sentient, the vambrace has the following properties:

  • The vambrace has an Intelligence of 19, a Wisdom of 22, and a Charisma of 25, as well as truesight out to a range of 60 feet.
  • The Aetherguard communicates by transmitting emotions to its bearer. It can also briefly cause the prosthetic hand to move or gesture without your control.
  • As an action, you can expend a use of your barbarian rage feature to cast the spells beacon of hope, guardian of faith, or sunbeam (save DC 17). The beacon of hope spell lasts for 1 minute and does not require concentration.
  • When an allied creature the Aetherguard can see within 60 feet of you is hit with an attack, the vambrace can use its own reaction to force you to move up to half your speed toward that creature. If you end this movement within five feet of the creature, you switch places with them, causing the attack to hit you instead. (This is not a power that you control.)

Personality. The planetar within the vambrace has been imprisoned for so long that it can no longer remember its name, yet it burns with unstoppable fury at being separated from the one it vowed to protect. The Aetherguard is brash and quick to anger, and will not suffer inaction or caution if your allies are in danger.

Above all, the planetar longs to return to Elysium and be reunited with the celestial it was sworn to, though it does not know how to escape its prison. Conflict arises if you do not aid the planetar in returning to Elysium, or if you do not intervene when your allies are in danger.

 

Notes: Bonus: Armor Class, barbarian, Combat, Warding, Cursed, Sentient

Previous Versions

Name Date Modified Views Adds Version Actions
6/12/2024 2:37:30 PM
11
1
1.2
Coming Soon

Item Tags: Combat Warding Cursed Sentient

ArmullintheBard

Comments

Posts Quoted:
Reply
Clear All Quotes