Shield of the Guardian

Shield of the Guardian – Requires Attunement

This shield generates a 30ft Aura from it’s wielder, whenever any creatures enters this radius they must make a Wisdom saving throw, with a DC of 15. On a failure, the creatures have Disadvantage on attacks against Targets other than the Wielder. The Creature remakes this save at the end of their turn, and whenever they take damage. On a success, the creatures are immune to this effect for the next 24hrs

With attacks made against the user, they deal an extra 2d4 damage of their weapons damage type.

The wielder of this shield gains +1 to their AC for each person wearing an Elemental Aerial Amulet that is on the same Plane as them.

Elemental Aerials – Requires Attunement

These Amulets are each fairly plain, except for a single Gem in the centre of it. Depending on what kind of Gem is in the Amulet, decides what kind of buff the user gets.

Each of the Amulets give +1 AC to its wearer.

Ruby (Fire) – Grants the wearer Resistance to Fire damage. 

When the wearer takes damage from a melee attack, they can use their Reaction to cause a burst of fire to erupt from them, going out 10ft and dealing 2d12 Fire damage. All creatures, except for the wearer must make a Dexterity Saving throw, DC equal to 15. They take half damage on a Successful save. 

Topaz (Thunder) – Grants Wearer Resistance to Thunder damage. 

This Amulet has 10 charges. When the wearer takes damage from any source, they can choose to use their reaction and 1 Charge to teleport in a random direction. Roll a d4, depending on the roll determines which direction they teleport. If they use their reaction, they move 10ft in the direction as rolled. Moving this way does not trigger Attacks of Opportunity. 

1: forward

2: left

3: backward

4: right.

At the end of a short or long rest, the amulet regains 1d4+2 charges. If this amulet expends all of its charges, the wielder must roll a d20, if they roll a 1, the Gem on the Amulet cracks, and is rendered useless.

Diamond (Cold)  – Grants Wearer Resistance to Cold Damage. 

When the wearer takes damage, they gain Temporary HP equal to their level + proficiency Bonus.

Emerald (Acid) – Grants Wearer Resistance to Acid Damage. 

When the wielder takes Melee damage, the creature that hit them takes must make a Dexterity Saving throw (DC 15) On a fail, they take Acid damage equal to half the damage dealt + 1d4, half on a success.

Opal (Radiant) – Grants Wearer Resistance to Radiant Damage. 

This Amulet has 10 charges. When the wielder is hit by any attack, they can use their reaction to expend a number of charges, for each charge expended they emanate a blindingly bright light.This light shines 5ft out from the Wielder for each charge expended. Any perception checks made to see into the lit area are made with disadvantage, and attacks made against any creature within the Light is also made with disadvantage. This effect lasts for 1 minute after the initial hit. At the end of any short or long rest, the amulet regains 1d4 + 2 charges. If all charges are expended, the wielder must roll a d20, if they roll a 1, the amulet cracks, and is rendered useless.

Black Opal (Necrotic) – Grants Wearer Resistance to Necrotic Damage. 

Whenever the Wielder is hit by any attack this amulet gains 1 charge. When the user makes any attack, they can choose to expend any number of charges. For each charge they expend, they either deal an additional +1, or have an additional +1 to hit. If all charges are expended, the user must roll a d20, if they roll a 1, the amulet loses all of it’s magic. Any unused Charges dissipate at the end of a short or Long Rest. If charges are lost in this way, there is no risk of the Amulet breaking

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