Vambraces of the Seraph knight
Wondrous item, uncommon (requires attunement, enhanceable)
The Trial of Vengeance is a rite of passage for the seraph that marks their formal entry in the Wings of Righteousness. Once this Adjudicator-set task is completed, the vambraces with which they are equipped become augmented, increasing their connection with their deity. These forearm guards allow seraph to aid one another on the battlefield, and also to prevent the corpses of fallen members becoming defiled by lichs or demons.
These vambraces have 20 charges and regain 1d12 + 8 expended charges daily at dawn.
Healing Touch. While you wear the vambraces you can touch a willing creature and draw on the vambraces’ healing energy as an action, spending up to 10 charges. A creature regains a number of hit points equal to the number of charges you spend. Alternatively, you can expend 5 charges to cast the gentle repose spell on a corpse you touch.
Enhanced Attunement: Paladin & Cleric. If you are a paladin or cleric you can accept a task from a seraph in order to enhance your attunement to these vambraces. Until you complete this task, you can’t willingly unattune from the vambraces. Once you accept the task, whenever you are attuned to and wearing the vambraces, you can expend 15 charges to use one of your channel divinity options.
Rare variant: Increase the number of charges to 30, the recharge to 2d10 + 10, and the maximum number of charges that can be spent with one action to 15.
Very rare variant: Increase the number of charges to 40, the recharge to 3d10 + 10, and the maximum number of charges that can be spent with one action to 25 . When you touch a willing creature you can spend 25 charges to cast the greater restoration spell on that creature, requiring no material components.
The Trial of Vengeance is a rite of passage for the seraph that marks their formal entry in the Wings of Righteousness. Once this Adjudicator-set task is completed, the vambraces with which they are equipped become augmented, increasing their connection with their deity. These forearm guards allow seraph to aid one another on the battlefield, and also to prevent the corpses of fallen members becoming defiled by lichs or demons.
These vambraces have 20 charges and regain 1d12 + 8 expended charges daily at dawn.
Healing Touch. While you wear the vambraces you can touch a willing creature and draw on the vambraces’ healing energy as an action, spending up to 10 charges. A creature regains a number of hit points equal to the number of charges you spend. Alternatively, you can expend 5 charges to cast the gentle repose spell on a corpse you touch.
Enhanced Attunement: Paladin & Cleric. If you are a paladin or cleric you can accept a task from a seraph in order to enhance your attunement to these vambraces. Until you complete this task, you can’t willingly unattune from the vambraces. Once you accept the task, whenever you are attuned to and wearing the vambraces, you can expend 15 charges to use one of your channel divinity options.
Rare variant: Increase the number of charges to 30, the recharge to 2d10 + 10, and the maximum number of charges that can be spent with one action to 15.
Very rare variant: Increase the number of charges to 40, the recharge to 3d10 + 10, and the maximum number of charges that can be spent with one action to 25 . When you touch a willing creature you can spend 25 charges to cast the greater restoration spell on that creature, requiring no material components.
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