Legendary Armor (Requires Attunement Ritual) Soul Binding Plate S uits of armor like these were designed to be ideal transmutation vessels. A seal printed with blood on the inside of the armor could easily transfer a soul to a new body. For many, a reasonable method for immortality had been created, but at what cost? Soul Stitching By drawing a blood seal on the inside of this armor, your soul is immediately torn from your body and trapped inside the plate. While your soul is within the armor, you can control the individual pieces of the suit as if they were your own body and perceive through a set of red orbs within the helmet. Your original body still functions as normal, except that it no longer needs to eat and lacks both sentience and consciousness. If either your new or old body die, both are considered to be dead and the suit of armor becomes permanently nonmagical. The soul within the armor will also be permanently destroyed if this occurs. Nothing short of a wish spell can revert this. Armor Conversion While attuned to this item, you're assumed to be proficient in heavy armor and always wearing a set of plate armor. Along with that, the following traits are always active: Hollow: Any racial features your old body possesses no longer apply to your new body. Metallic Core: You are immune to poison damage, the poisoned condition, all diseases, and exhaustion. Size: Your size category is medium. Endless: You can no longer breathe, eat, or sleep, and don't need to in order to survive. Construct: Your race is construct, and all healing you receive is half of its original value, rounded down. Sturdy: Your hit point maximum increases by an amount equal to four times your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional 4 hit points. Built to Last: Any effects that would deal 6 damage or less to you instead deal 0 damage. Armor Repairs Any creature skilled in crafting or repairing armor can fix your damaged plate. You can benefit from a short or long rest depending on the time spent repairing your armor. A minimum of 1 hour is needed for a short rest, and a minimum of 8 hours are needed for a long rest.
Very Rare Shield (Requires Attunement) Black Rose A shield forged by the minions of an ancient green dragon. Black Rose was stolen by an adventurer years ago, which lead to the armor trading countless hands since. This shield is one of the only pieces of the Black Rose armor set known to still exist. Vampiric Gem After you kill a hostile creature, the shield gains a gem. Gems can be activated using an action, and only 5 gems can be stored in the shield at any given time. After expending gems, remove them from the shield and choose one of the features below to activate. Dragon's Poison (1 Gem) The shield exhales poison in a 15-foot cone in front of itself. Creatures within range must make a DC 11 Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one. Health Drain (1 Gem) You regain 2d4 hitpoints. Toxic Rebuke (2 Gems) The next creature that attempts to make a melee attack against you within the next 10 minutes causes your shield to expel a violent wave of toxic gas. The attacker must make a DC 11 Constitution saving throw. On a failed save, they instead spend their action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. Static Sickness (5 Gems) Every creature within 5 feet of you must make a DC 11 Strength save or be paralyzed until the start of your next turn.
Ancestral Shield Hero's Shield T his shield was given to a legendary hero tasked in defending the world from its darkest nights. The hero has since vanished, but the shield still remained, left dormant until another worthy hero would re-claim it once more. Ancestral Improvement Ancestral items gain additional abilities as the wielder attuned to them levels up. Until level 5, the Hero's Shield functions as a normal shield. Use the shield stat block to determine its armor statistics. Turtle Shell At level 5, The shield coats itself in a protective glossy shell, gaining a +1 bonus to AC. Airborne Shield At level 7, as a bonus action, the shield can create a duplicate version of itself within 60 feet of the wielder at a location they can see. The shield floats in the air to protect a single creature within 5 feet of itself, adding its AC to that character against a single attack. At the start of your next turn, the duplicate shield disappears and cannot be used again until your next short rest. Prison Shield At level 10, the shield can cast Otiluke's Resilient Sphere once per day. The spell save DC is equal to your constitution modifier + your proficiency bonus. Pure Fortress At level 15, your body becomes as durable as your shield. You gain advantage on all Constitution saving throws, and immunity to the poisoned condition.