Shieldtember
Armor (Shield), Legendary (requires attunement)
—---------------
This pair of massive shields, known as the Primordial Phalanx, is a formidable weapon once wielded by the royal guards of the Primordial Giant King, the One-Eyed Tyrant. Despite their appearance, the creatures who wielded these shields were not true giants but rather abominations called Draguls, born from the Tyrant King's envy of the dragons. In an attempt to replicate draconic power, he created these beings, imbuing them with dragon-like characteristics, including tough scales, powerful horns, and immense strength surpassing that of regular giants. Although considered failed experiments, Draguls possess the Primordial power to manipulate stone and earth, a reflection of their creator's abilities.
Each Dragul wielded a round shield bearing their visage, engraved with giant runes that channel powerful Primordial energy. These shields are unique in that, unlike most enchanted items, they do not adapt to the wielder. Instead, the Primordial Phalanx reshapes its user, transforming their body into a form reminiscent of the Draguls, their original owners. It is believed that four pairs of Primordial Phalanx exist, though only one pair has ever been found. These two shields, each standing 5 meters tall, are safeguarded within the treasure vault of the Dwarven Kingdom in Amber Canyon, where they are believed to have been forged by the ancestors of the dwarves, who were once enslaved by the One-Eyed Tyrant.
—---------------
Upon attuning to these shields, your physique expands, and your bones shift painfully to accommodate your increased size. Your skin takes on a rough, stone-like texture interwoven with draconic scales, and your eyes blaze with a terrifying, primordial fury. This transformation remains as long as you’re attuned to these shields. You can’t remove your attunement to these shields by normal means. The attunement can only be undone if you die or by a wish spell or similarly powerful magic. The Transformation and the shields give you the following benefit:
Mountainous Body: Your size increases by one category (e.g., Medium to Large). Your current and maximum Strength score is increases by 4, while your Dexterity score decreases by 2, to a minimum of 6.
Giant’s Resilience: You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, you’re immune to poison and poisoned condition.
Walking Fortress: While wielding both shields, you gain a +4 bonus to AC, in addition to the normal +2 shield bonus, totaling a +6 to AC. As a reaction, you may add this AC bonus to a Dexterity saving throw against an effect you can see, taking no damage on a successful save instead of half.
Twin Shields. You are proficient in using the Shields as melee weapons. Each shield deals 2d8 bludgeoning damage on a hit and has heavy properties. You use your Strength modifier for attack and damage rolls. Additionally, due to your massive shields and physique, creatures within 5 feet of you can also gain three-quarters cover from any attack or effect that passes through your space.
Ramming Charge. If you move at least 20 feet straight toward a creature and hit with a melee weapon attack, the attack deals an extra 3d8 force damage. The target must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone and pushed back 10 feet.
Colossal Columns. As an action, you can summon four stone columns within 60 feet of you on solid ground or stone surfaces. Each column occupies a 10-foot square, can be up to 40 feet tall, and lasts for 1 hour or until destroyed. Each column has AC 15 and 40 hit points.
As a bonus action, you can either move one column up to 20 feet in any direction or adjust its height by up to 20 feet. If a column moves into a creature’s space, that creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failed save, the creature takes 4d6 bludgeoning damage and is pushed with the column. If the column pins the creature against another surface, the creature is restrained and can use its action to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) to escape.
Once you use this feature, you can’t use it again until you finish a long rest.
----------------------------------
All the files will be added to a new Shieldtember 2024 folder that you can find in the Vault
Sinlaire
2024-10-16 14:15:28 +0000 UTCJoseph Williams
2024-10-16 13:16:32 +0000 UTCThe Critic of Innocence
2024-10-12 22:08:19 +0000 UTCSpeedyRogue0403
2024-10-11 23:24:29 +0000 UTCSinlaire
2024-10-11 23:13:55 +0000 UTCSinlaire
2024-10-11 23:13:47 +0000 UTCSinlaire
2024-10-11 23:11:21 +0000 UTCSpeedyRogue0403
2024-10-11 21:31:47 +0000 UTCThe Critic of Innocence
2024-10-11 17:51:51 +0000 UTCVanilla Ice
2024-10-11 16:52:20 +0000 UTC