Regalia of the First White Lion
Overview
The Shen Family are renowned throughout the Lelien Empire for their mastery of war, strategy, and command—but their prestige is not only carried in bloodlines. Their vault in the Lin Province holds the most treasured relics of their line, among them are five artifacts forged from the remains of the mythical White Lion and bound with the strength of generations. These relics are the Mantle of the White Lion, The White Crown, The Lion's Jaw, Silver Roar, and Silent Step, Savage Strike.
Each relic embodies a different aspect of the lion: command, regality, brutality, awe, inevitability. None are given lightly. They are entrusted to a Shen only when their worth is proven beyond doubt, for the weight of these relics is more than symbolic—they are the living reminders of the Shen oath to lead, to conquer, and to perfect the art of war.
Though all five relics reside in the vault, it is rare for them to rest there together. One or two will be entrusted to family champions, to generals in service of the Empire, or to those whose deeds exemplify the White Lion’s virtues. Yet there has never been a time when a single Shen has carried more than one. Some whisper that the first Emperor himself demanded this law when he entrusted the Shen with command of the Imperial armies, fearing that should the five relics unite in one hand, the Shen might rival the throne itself.
Rumor or truth, the tradition holds to this day. Any Shen who dares to covet more than one relic risks not only the wrath of their family, but of the Emperor’s line. And still, their power is feared across the Empire. For when a relic of the White Lion is raised in battle, all who see it know: the Shen march, and the Shen do not fail.
Awakening the Relics
The relics can all be attuned by anyone but can only be awakened by one of the Shen bloodline. Each artifact has an Awakened state where it's attributes grow more powerful. To Awaken a relic, the bearer must be attuned and must tether a piece of their soul to the relic (in game mechanics there is an experience cost to the bearer.) Relics do not need to be awakened to determine how many attunement slots they take but they do have to be Awakened to count toward set bonuses.
Two Relics — The Lion Stirs
Lion’s Presence (120‑ft aura). Allies in the aura gain +1 to attack rolls and saving throws. Enemies of lower CR/level have disadvantage on checks/saves to resist your fear/Intimidate effects.
Commanding Stride. Your speed increases by 10 ft; ignore nonmagical difficult terrain from earth/ruin. You have advantage on checks/saves to resist or escape grapples and to avoid being knocked prone; standing from prone costs no extra movement.
Hunter’s Edge. All melee attacks gain +1 to attack rolls and deal an additional 1d8 damage. Critical hits occur on 19–20.
Dominance. Though not a creature that used magic, the raw presence of the Shen founder infuses all of your magical abilities. All spell attack rolls and save DCs increase by 1.
Three Relics — The Lion Unbound
When three Shen relics are brought together, the wielder ceases to be merely human — they embody the White Lion’s hunger for command and dominance.
Aura of the Apex (300 ft.). Enemies instinctively recognize the bearer as predator. Hostile creatures of lower level/CR cannot willingly approach within 30 ft. Allies within the aura gain +2 to attack rolls, saving throws, and skill checks.
Unstoppable Advance. Gain an additional 10 feet of movement speed. The bearer cannot be restrained, paralyzed, knocked prone, or magically slowed. Physical obstacles (grapples, walls, etc.) still apply — the lion respects strength.
Predator’s Wrath. All melee attacks now gain +2 to attack rolls and deal an additional 2d8 damage. Critical hits occur on 18–20.
Improved Dominance. Spell attack rolls and save DCs now increase by 2.
(At this stage, a single Shen general with three relics could turn the tide of a war — entire armies would break before the aura alone.)
Four Relics — The Lion Ascendant
Mantle of Dominion (1000‑ft aura). Enemies of lower CR/level that start their turn in the aura must succeed on a Wisdom save or become Frightened of you and cannot willingly move within 30 ft; success grants 24‑hour immunity. Allies in the aura upgrade Aura of the Apex, gaining advantage on the first attack each turn, and they gain +10 ft speed. (Other parts of Aura of the Apex still apply.)
Sovereign Advance. You ignore difficult terrain; you cannot be restrained, paralyzed, knocked prone, or magically slowed (extends Unstoppable Advance). You may move through hostile creatures’ spaces (as difficult terrain). Opportunity attacks against you are at disadvantage.
Predator’s Verdict. Your melee attacks now gain +3 to atack rolls and deal an additional +2d12 damage and crit on 17–20. Your reach increases by 5 ft on your turn.
Relentless Hunt (Lesser). 1/long rest, when you would drop to 0 HP, you remain standing until the end of your next turn. If you reduce a creature to 0 HP before then, you stay at 1 HP instead of falling.
King’s Claim (beasts & monstrosities). Such creatures must succeed on a Wisdom save to target you directly; on a failure they choose another target or waste the attack (success grants 24‑hour immunity).
Royal Dominance. Spell attack rolls and save DCs now increase by 3.
Five Relics — The White Lion’s Return
Should all five relics ever be united in one bearer, the White Lion himself walks Marth once more. This is the very outcome the first Emperor swore would never be allowed.
Form of the White Lion. The bearer becomes an avatar of conquest. Their size increases to Large, their AC increases by +6, they are immune to non-magical damage and psychic damage, they gain resistance to bludgeoning, piercing, slashing, thunder, and necrotic damage, and their movement speed doubles. Any melee attack that hits is a critical hit. Any melee attack that would miss is instead considered a hit. Only a roll of a natural one can miss.
Imperial Advance. You ignore difficult terrain and do not take damage from terrain effects; you cannot be restrained, paralyzed, knocked prone, slowed or otherwise impeded. You can move freely in liquids and move over water or up vertical surfaces as long as you end the movement on a place you could normally stand. You may move through hostile creatures’ spaces. Opportunity attacks automatically fail against you. Enemies unaware of this fact may still make the attack, expending their reaction.
Dominion of the Beast (One mile aura). All enemies feel the terror of the apex predator. Hostile creatures of lower CR/level automatically flee or cower; only those equal or greater in strength may resist. Allies within the aura are immune to fear, gain advantage on all attacks, STR/DEX/CON based saves and skills, and move at double speed, ignoring all difficult terrain caused by natural means.
I Am the Hunt. The bearer cannot die until the hunt ends. When reduced to 0 HP, they remain standing until combat is over. If they kill an enemy before the end of combat, they regain half of their HP. This HP regain can only occur once per combat, but they still do not fall at 0 HP until the end of combat. If slain, as long as the five relics are together, the bearer will return to life at the next sunset.
King of Predators. The bearer’s presence overrides the natural order. Beasts, monstrosities, and intelligent predators will not willingly attack them unless magically compelled. If magically compelled, they may make an additional saving throw (of the same type that the spell or effect caused) with advantage to end the effect.
Overwhelming Dominance. Spell attack rolls increase to +5 and enemies have disadvantage against your spell saves.
(At this stage, the Shen wielder isn’t a person — they are a force of nature, the living embodiment of the White Lion’s legend. This is why the Emperor’s decree was made: no dynasty, no kingdom, no god could stand against it.)

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