Wondrous Item, artifact (requires attunement by a You attune with the amulet through the process of it choosing you and you accepting, once attuned, it can never be attuned to anyone else unless you die. If you are revived, the attunment does not switch back to you if the amulet is currently atuned to another. The amulet is always attuned to 1 creature.)

This amulet is created out of a light grey reflective metal with a magical blue gemstone in the middle. It is a Neutral Good sentient item. When the user of the Amulet falls in battle and dies, the Amulet calls out to a new user, when bonded, it cannot be refused and has the ability to teleport or fly back to the user with a DC 13 Charisma Check that takes 1 minute(Can be repeated). The amulet sheds bright light for 5ft and dim light for 5 ft. The user must be good aligned. The user can shine the light of the amulet on a text written with primordial to translate it to a language they speak. When the user of the amulet uses a Magic Action to speak the incantation(Which translates to a language they speak), a set of armor is summoned, this set of armor and the weapon it generates can be desummoned with no action required.

  • Armor of Daylight(Artifact, Unsellable): This armor is a +2 plate armor that has the properties of adamantine armor. Made out of a reflective material, when a critical hit lands, the armor glows brightly with bright blue energy and the critical hit becomes a normal hit. The user must make a DC 10 Con save, if they fail, they suffer 1 level of exhaustion, the DC increases by 5 for each level of exhaustion present. This armor is resistant to Radiant damage.
    • 1 level of exhaustion: The user is unable to summon weapons back to their hands through the armor
    • 2 levels of exhaustion: The user is unable to conjure any new weapons and any weapons away from the armor disappears
    • 3 levels of exhaustion: The armor and weapon disapears and cannot be summoned again until the exhaustion desists

While the Armor of Daylight is equipped, a bonus action can be used to conjure one of the following weapons and they can be desummoned with no action required. The user is automatically proficient with all these weapons.

  • Sword of Daylight(Artifact, Unsellable): +2 Greatsword with the heavy and thrown(20ft/40ft) property. It has the graze mastery property. The sword can be summoned back to the user with a DC 13 Charisma Check. The sword deals an extra 1d6 radiant damage per hit and the user can choose whether it deals radiant or slashing damage.
  • Glaives of Daylight(Artifact, Unsellable): 2 +2 throwing glaives that are summoned together. Divided, they each have the light, finesse, and thrown(50ft/120ft) property and the nick mastery propertyę and both deal 1d4 radiant or slashing(user’s choice) damage with 1d6 extra radiant damage. They can be combined together to make a single glaive and this deals deal 1d8 radiant or slashing(user’s choice) damage with 1d6 extra radiant damage and its thrown property increases to (80ft/200ft) with the vex weapon mastery. When thrown, if the attack miss, the user can add a 1d6 to the attack roll to maybe make it hit, this property can be used a number of times equal to the user’s proficiency bonus and recharges after a long rest. The glaives can be summoned back after thrown with a DC13 Charisma Check on the user’s next turn and the user can use an action to make another attack against an enemy when the glaives return. The properties of the thrown glaives depend on whether they are combined or not. The user can use a bonus action to attack/throw with the glaive in their other hand and this does add the ability modifier, this applies also to when the glaives return to the user.
  • Warrior’s Shield(Artifact, Unsellable): A +2 shield that has a spike attached at the bottom of it, allowing it to be used as a weapon, dealing 1d4 piercing/radiant(user’s choice) damage. When a ranged attack misses the user, a reaction can be used to make a DC 15 Dexterity check to reflect the attack at a foe, doing half damage if it hits. The attack roll of the attack is the first attack roll of it when it was first shot. This does not work with AOE projectiles.

The Armor also comes with a helmet that can be summoned and put away without using any action. This helmet give the user advantage on all intelligence, wisdom, and charisma checks but imposes them with the exhaustion save specified above.

Specifically cut gemstones can be used to enhance the abilities of the hunter, these must be put inside the amulet by the user. A stone must be carved with a DC 17 intelligence check for it to be effective, this save can be repeated and each try takes 10 minutes. Some gemstone effects and provided below. These stones can usually be obtained in dwarven/trollish markets and through quests.

  • Fire Opal: Fire resistance
  • Anamnesis Stone: Record a specific moment as a hologram that can be accessed by others
  • Aspectus Stone: The user can use this stone to cast the Mirror Image spell a number of times equal to their proficiency bonus per long rest
  • Eye of Angor Rot: The gemstone gives the user resistance to magical damage
  • Ambul Stone: The user gets the ability to move up vertical surfaces without hands and to move upside down on solid roofs without hands
  • Aquarian Stone: The user gains a swim speed of 60 ft and can breath underwater
  • Quake Stone: The user gains tremorsense out to 30 ft

 

If the below three stone are present at once, the armor turns into the eclipse armor, giving the user advantage on stealth checks in dim light or darkness as well giving the user the ability to deal damage to Gunmar

 

  • Killstone: The armor, weapons, and shield becomes +3 instead of +2
  • Eye of Gunmar: The armor becomes resistant to necrotic damage and the 1d6 extra radiant damage on the weapons becomes 2d6 extra necotic/radiant(user’s choice) damage while the user can now choose between normal, radiant, or necrotic damage for the weapons
  • Birthstone: The user gets advantage on exhaustion checks 

 

If the above three stone are present at once, the armor turns into the eclipse armor, giving the user advantage on stealth checks in dim light or darkness as well giving the user the ability to deal damage to Gunmar

Notes: You attune with the amulet through the process of it choosing you and you accepting, once attuned, it can never be attuned to anyone else unless you die. If you are revived, the attunment does not switch back to you if the amulet is currently atuned to another. The amulet is always attuned to 1 creature.

grummtheenderman

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