Armor (shield), legendary (requires attunement by a requires attunement by a cleric or paladin)

Description:

This shield mirrors the duality of the Mace of Twilight Judgment, with one half forged from blessed silver inlaid with celestial runes and the other formed from darkened obsidian pulsating with shadowed glyphs. The shield and mace are linked by an unseen bond—when one shifts in power, the other adopts the opposing force, ensuring balance between light and darkness.

Properties:

Twilight Counterbalance (Passive)

Whenever the Mace of Twilight Judgment shifts its power type, the Aegis of Dusk and Dawn immediately shifts to the opposite power.

  • If the mace is in Holy Radiance mode, the shield enters Shadow Aegis mode.
  • If the mace is in Shadow Wrath mode, the shield enters Dawn Ward mode.

This transformation is immediate and does not require an action.

Shadow Aegis (Dark Mode)

  • The wielder gains resistance to radiant damage.
  • When hit by an attack, the wielder can use their reaction to drain vitality from the attacker. The attacker must make a (DC 8+ Proficiency bonus + constitution modifier) constitution  saving throw or take 1d6 hit points. (every odd level past 5 increases by 1d6 temporary hit points), and the wielder gains temporary hit points equal to half damage dealt.

Dawn Ward (Light Mode)

  • The wielder gains resistance to necrotic damage.
  • When hit by an attack, the wielder can use their reaction to release a burst of healing energy, causing all allies within 10 feet to regain 1d6 hit points. (every odd level past 5 increase by 1d6 healing)

Judgement of Divine Eclipse (Ultimate Ability used once a day, requires Mace and shield)

As an action, the wielder raises the shield to the heavens and strikes the ground with the mace, summoning a 60-foot radius explosion of celestial and abyssal energy.

All creatures within range must make a DC 8+ Proficiency bonus + Wisdom modifier Wisdom saving throw:

  • Enemies take 1d6 (Per level) radiant and 1d6 (Per level) necrotic damage, or half on a success.
  • Allies take no damage and instead regain hit points equal to half of the total damage dealt.
  • Undead and fiends automatically fail their saving throws.

After using this ability, both the mace and shield enter a dormant state for 1 hour, losing all bonus effects and damage boosts until the wielder completes a short or long rest.

After using this ability, the wielder cannot switch between modes until they complete a long rest.

Curse of the Equinox (Hidden Drawback)

If the wielder remains in one stance (Light or Dark) for more than 3 turns, they must make a DC 15 Wisdom saving throw or be overwhelmed by the conflicting energies. On a failure, they become stunned for 1 round and take 3d6 mixed radiant/necrotic damage (Split the damage between the two types of damage), ignoring resistance and immunity.

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: requires attunement by a cleric or paladin

Meliodas1101

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