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🌠🪐💫 Astral Knight, a hero bound to the cosmos, safeguarding realms against the unfurling chaos of the abyss. Adorned in the mythical Power Guardian set, this celestial warrior stood as the bastion against the enveloping dark, wielding the stellar energies of the universe itself. The armor, its design a symbiosis of might and grace, collected the astral energies, pulsating with the distant lights of myriad stars, protecting worlds yet unknown. Upon the knight’s brow, the Power Star Helm kindled a conduit to the infinite cosmos, eyes illuminating with the wisdom and secrets harbored in the celestial expanses. A ring, subtle yet brimming with latent power, lay upon their finger, and a cloak, ethereal and resplendent, cascaded gracefully behind, symbolizing unity and resilience amidst the cosmic dance. Together, the Astral Knight and the Power Guardian set became eternal symbols of hope, an unyielding shield against the pervasive darkness, forging a legacy that would echo through time and space.


Dark Astronomer, a tyrant who gazed into the abyss and embraced the void that gazed back. Cloaked in the ominous Power Guardian set, this malevolent being sought to unravel the celestial tapestry, bending the fundamental energies of the universe to their sinister will. The black armor, intertwined with white and bronze, became an unholy nexus of astral might, concentrating and unleashing catastrophic starfire upon entire worlds. With the Power Star Helm corrupting their insight, the Dark Astronomer peered into the celestial void, conversing with the primordial chaos that lingers beyond perception. Upon their finger, a ring, its gleaming black gem throbbing with dark potential, manipulated the threads of cosmic balance. Enshrouded by a cloak of deceptive beauty, they carved a path of desolation through the cosmos, the Power Guardian set becoming synonymous with terror and devastation, a dark memento of dominion and the ravaging of worlds. 🌠🪐💫

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Starfire Armor

Armor (plate), legendary (requires attunement)

Embedded within this sleek black armor, white and bronze fractals converge towards the chest plate, forming a complex astrolabe. Mechanisms within the armor collect and concentrate astral energy into a kinetic force, enabling its wearer to unleash powerful orbs of starfire.

While wearing this armor, it does not impose disadvantage on Stealth checks, and you gain a +1 bonus to AC due to its protective, interstellar weave. If you would drop to 0 hit points due to suffocating, you instead drop to 1 hit point and gain 3 levels of exhaustion, which disappear when you can breathe again.

Starfire Orb. The armor has 3 charges, and it regains all expended charges daily at dawn. As an action, you can expend 1 charge to release a starfire orb. Choose a point within 60 feet: the orb forms 5 feet in front of you and moves 10 feet toward that point during the first turn, occupying a 5-foot square and radiating bright light in a 10-foot radius. If a creature enters the orb’s space or starts its turn there, the orb explodes, forcing the creature to make a Dexterity saving throw (DC 18), taking 2d10 fire damage and 2d10 radiant damage on a failed save, or half as much damage on a successful one. If the chosen point is more than 10 feet away, at the end of your next turn, the orb accelerates toward the designated point, exploding upon arrival or if a creature intersects its trajectory, inflicting an additional 3d10 fire damage on a failed save.

Power Star Helm

Wondrous Item (helmet), legendary (requires attunement by a creature of good or evil alignment)

While adorned with the Power Star Helm, a celestial conduit links your mind to the expansive mysteries of cosmos. Your eyes gleam with the light of distant stars, revealing not only the celestial majesty lurking in the dark void but also enabling you to converse with the consciousness of the universe.

While wearing the helm, you gain the ability to see in magical darkness up to 30 feet. Additionally, you can communicate telepathically with any creature you can see within 300 feet. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

If attuned by an evil-aligned creature:

Voidwalk Shadows. While you are in an area of magical darkness, as a bonus action, you can teleport to an unoccupied space within that darkness, up to a maximum of 60 feet away.

If attuned by a good-aligned creature:

Eyes of the Brightest Star. As an action, you can release a 5-foot-wide beam of light from the helm's eye sockets, dispelling magical darkness in its path and illuminating up to a range of 100 feet. Creatures struck by the beam must succeed on a Constitution saving throw (DC 18) or become blinded until the start of your next turn.

Ring of Guardian Command

Ring, rare (requires attunement)

This sleek ring features a gleaming black gem encased in a structured, yet elegant bronze setting. When worn, it subtly pulsates with a hidden power.

While wearing this ring, you can use an action to tap into its latent power, subtly echoing the might of covert defenders from another realm. A ghostly figure, resembling an armored warrior, materializes beside you, lending you its power.

The Guardian assists you in one of the following ways, which you choose when you activate the ring:

  • Shield of the Defender. Your AC increases by 1 for 10 minutes.
  • Blade of the Warrior. Your melee weapon attacks deal an additional 1d4 force damage for 10 minutes.
  • Spirit of the Healer. At the start of your turn, you regain 1 hit point for a duration of 1 minute.

Once used, the ring cannot be used again until the next dawn.

Power Guardian's Cloak

Wondrous Item, very rare

This shimmering, white, translucent cloak is interwoven with celestial energy, providing resilience and harmony with the potent forces of the cosmos.

While wearing this cloak, you gain the following benefits:

  • You have resistance to force damage.
  • You are immune to fire and radiant damage, as well as other harmful environmental effects caused specifically by being on or in close proximity to the surface of an active sun. This immunity does not extend to fire and radiant damage inflicted by creatures or other sources unrelated to a sun.


2-Set Bonus

Once per long rest, as an action, you can cast the spell mirror image, creating three colorful duplicates of yourself.

3-Set Bonus

When you have attuned to at least three items from the Power Guardian set, you gain the ability to summon an Astro-Companion once per long rest by speaking a command word. The Astro-Companion materializes as a celestial, spectral beast of your choice (such as a dragon or lion), illuminating a 30-foot radius with soft light. It can carry up to four Medium creatures and has a flying speed of 60 feet (or 120 feet in the outer realms). The Astro-Companion can be summoned for 1 hour, requiring no concentration, and cannot be attacked or targeted by any effect or spell. It understands your languages and obeys your verbal commands but can't speak.

While the Astro-Companion is present, it can communicate simple affirmations, warnings, or negations to you, and it provides transportation through flying. If you and the Astro-Companion are ever on a different plane of existence, you can dismiss and summon it as an action, causing it to reappear in an unoccupied space within 5 feet of you.

4-Set Bonus

Your Starfire orbs from Starfire Armor are now pulsating with more radiant energy, dealing an additional 2d10 radiant damage upon detonation after it has traveled more than 10 feet.

Good-Aligned Option. Once per long rest, as an action, brilliant, sparkling light erupts downward from your boots, cascading into the ground and forming a radiant column that propels you upward. For the next minute, you gain a flying speed of 120 feet. Creatures within 10 feet of you when you activate this set bonus must succeed on a Constitution saving throw (DC 18) or be blinded until the start of your next turn.

Evil-Aligned Option. Once per long rest, as an action, you can unleash a wave of dark energy in a 15-foot cone. Each creature in that area must make a Wisdom saving throw (DC 18). On a failed save, a creature takes 6d10 necrotic damage and is weakened, suffering disadvantage on ability checks and saving throws, as well as dealing only half damage (rounded down) with weapon attacks, until the end of your next turn. On a successful save, it negates the damage and isn't weakened.

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