The Core of Assembly is an arcane masterpiece, its crystalline surface a mesmerizing swirl of radiant energy. The orb hums with a deep, resonant frequency that grows louder as its wielder channels magic into it. When held, the wielder feels an almost symbiotic connection to the Core, as if it is both a weapon and a companion. Activating the Core releases a dazzling pulse of blue and gold light, and from its energy, three Animated Armors coalesce into existence.
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These constructs are not ordinary Animated Armors; their designs are ornate, with polished steel bodies etched with glowing runes of protection and servitude. Each construct radiates an aura of authority, standing at attention and awaiting orders. As they move, their joints emit faint pulses of energy, leaving behind trails of glowing light.
The Core empowers its wielder by linking them to the summoned constructs, allowing for seamless coordination in battle. When the constructs act, the wielder can strike in tandem, creating a relentless assault against their foes. If the constructs are destroyed or sacrificed, the energy is redirected, either healing the wielder or unleashing devastating force on their enemies. When a construct overloads, the resulting explosion is a breathtaking display of raw arcane power, leaving scorched runes and shimmering particles in its wake.
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Effect: This glowing orb allows the wielder to summon up to three CR 3 Animated Armors (or lower) to serve them for 1 hour. These constructs obey the wielder’s verbal commands (no action required). Once used, it cannot be activated again until the next dawn.
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Traits:
- Arcane Rebound: When the summoned constructs take damage, the wielder can use their reaction to absorb some of the energy. The wielder regains hit points equal to half the damage dealt to one of the constructs (minimum of 1 HP).
- Coordinated Assault: When a summoned construct hits a creature with an attack, the wielder can use their reaction to make one weapon or spell attack against the same target.
- Overload Surge (1/Day): As an action, the wielder can sacrifice one of the summoned constructs, causing it to explode. Each creature within 20 feet of the construct must make a DC 16 Dexterity saving throw, taking 6d8 force damage on a failed save, or half as much on a successful one.
Notes: a spellcaster
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