Grand Kings Armor (5e Equipment)
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Armor (plate), artifact (requires attunement by a creature of good alignment)
There was once a king, a king who ruled his country with one idea in mind: "No gods, no masters, only man." Thus he had an armor made form him an armor that would represent these qualities so the Grand King's Armor was forged. The man's kingdom disappeared, as if into thin air, and is long gone only the armor remains and is the only thing that remembers the kingdom. While wearing this armor, your AC is equal to 15 +STR modifier +CON modifier.
King's Requiem. As you don this armor you are saying to the god(s) that their hold on this world is false, thus all of the god(s) will despise you for despite you being one of their creations you are not under their thumb or effected by their power. You are denouncing all religion as something made to fool those weak of mind. You become an oath breaker. Before the armor pulls you back from the darkness thus you keep your oath because you have become the god of yourself.
Crowning. While attuning to this weapon you will be subjected to images of bloody brutal war in which you must succeed on a DC 20 Constitution saving throw or be rejected by the armor and take 10d10 psychic damage, and not be able to attune to the armor ever again.
Ring Form. As a bonus action, you can speak a command word, and the armor will turn into a plain gray metal ring, and when you speak the command work again the armor will turn back and you will be wearing it.
King's Presence. While attuned and wearing this armor you give out a commanding and powerful aura thus those of lesser class and rank will be more inclined to listen to you, granting you advantage on all Charisma-based checks.
Royal Weapons. As an action, you can magically create one of the following weapons. Each counts as being a magical attack for the purposes of overcoming resistance and immunity to nonmagical damage. You can only create one weapon at a time.
Excalibur. This sword glows with supernatural power and. You have a +3 bonus to attack and damage rolls made with this magic weapon, which deals an additional 2d10 radiant damage on a hit.
The Grand Bow. This bow. You have a +3 bonus to attack and damage rolls made with this magic weapon, which deals an additional 2d10 radiant damage on a hit.
King's Shield. A passive magic barrier surrounds you regardless if the armor is in it's ring form or it's armor form, you have resistance to all damage types except Psychic and Lightning and when you are required to make a save to have half damage you only take none on a successful save and half on a failed one.
King's Sight. The Armor grants the wearer 25 of blind-sight, dark vision, and the wearer can not be blinded or Deafened
Charges. The Grand King's Armor possesses the following powers, all of require charges to use. The Grand King's Armor has 20 charges, and regains 1d4+CON modifier, charges daily at dawn. Activating any of the powers requires an action, unless otherwise stated.
King's Lances. By using 4 charges you can summon 4 spears of light that have a range of 25/50 ft that deal 3d10 radiant damage and 2d6 piercing damage. You can use 2 charge to summon 1 spear that you wield that has reach and deals 2d10 radiant damage and 1d10 piercing damage.
King's Way. by using 5 charges you can teleport to any point you can see within 60ft and you can teleport farther by using 3 charges per 10 feet beyond 60
King's Blight. Spend 20 charges and target one enemy within vision, and that enemy must make a D.C. 21 CON save or take 15d10 psychic damage and be Frightened until they make the save. If the target makes the save they take half damage and are unable to be affected by King's Blight. for 24 hours.
King's Wrath. by using 10 charges you can cast fireball at 8th level without using up a spell slot or needing materials and it deals radiant damage instead of fire.
Royal Order. By using your Action and 20 charges and paying half your current HP you can summon 20 Knights of the past to fight with you, and disappear at your command or 4 hours after the battle is over. Ritual: You raise your sword and chant a Holy incantation in celestial as a glow white 30ft circle appears around you and in a 20 flashes of lighting the Knights appear and the ritual ends. Ritual takes 6 seconds to cast
Hp: Double the HP you paid
Multi-attack: The knight makes two Attacks.
Greatsword: Melee Weapon Attack: +5, +your proficiency, mod to hit., one target. Hit: (3d6+ 3) slashing damage.
Heavy Crossbow: Ranged Weapon Attack: +3, +your proficiency, to hit, range 100/400 ft., one target. Hit: (2d10+3) piercing damage.
Size Large Type Humanoid (Any Race) Alignment to you AC 20 (King's Plate) Speed 25 ft.
Saving Throws Con +5, Wis +4, Str +5
Passive Perception 18
Languages: All you know but can't speak
Resistants: Bludgeoning, Piercing, And Slashing Damage From Non-magical Weapons That Aren't Silvered
They can hear your thoughts and you can command each of their movements or have them act independently, but they will always attack anyone who has attacked you except if you tell them not to, giving them orders is a free action