Grand King Armor (5e Equipment)
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Armor (plate), artifact (requires attunement by a creature of Lawful alignment)
Once there was a wise and powerful king. Over time, this king became obsessed with being in control of his own destiny, despite prophecies being whispered in his ear. Eventually, he determined to rule with one simple creed: No gods, No masters, Only man. In his madness, he had a suit of armor made for him. This armor would represent the creed he held so dearly. The Grand King's Armor was forged by master smiths, ancient wizards, and a human sacrifice.
Unexpectedly, this kingdom disappeared as if it never existed in the first place. Only the armor remains and is the only thing that remembers the ancient kingdom.
This suit of Full Plate is +2.
Ring Form: As an action, you can speak a command word, and the armor will turn into a plain gray metal ring. When you speak the command word again, the ring will turn back into armor with you wearing it.
Charges: The Grand King's Armor possesses the following abilities. The Grand King's Armor has 4 charges and regains 1d4 charges daily at dawn. When the last charge is used, roll a d20. On a 1, this item breaks.
-King's Sight As a bonus action, spend 1 charge, the Armor grants the wearer 30 feet of true seeing for one minute. This can only be done while the armor is not in ring form.
-Excalibur Use 2 charges to summon a sword to your hand. This can be done as a bonus action. The silvered blade compliments the golden hilt, with rubies placed in the pommel. This longsword is a +2 weapon, which deals an additional 1d10 radiant damage on a hit. This weapon will disappear is it is more than 100 feet from you.
-Royal Order By using your Action and paying 4 charges, you may call forth 1 Knight of the Past to fight with you. This creature has the same statics of a Wraith (MM 302), except with the following changes: Alignment change to true neutral. Remove the actions Life Drain and Create Specter. Add actions Multiattack: two greatsword attacks and Greatsword: Melee Weapon Attack: +7 to hit, reach 5 feet, one creature. Hit: 13 (3d6+3) slashing damage. This knight will follow your every command. You can dismiss it with an action or it lasts 4 hours.
The Armor will offer advice when planning battle strategies. The advice will nearly always be a straight forward "what better way to die than with honor against an impossible foe?!" style of advice.
The Armor will often be stern and offer words of advice in times of strife and indecision, but will mostly reference what it thinks his creator would do in this situation. During down and travel time, the Armor will happily tell stories of the kingdom in which it was forged, since that's really all it knows. It will shut up once it sees you are annoyed, but will resume soon after. It does not know what happened to it's kingdom and will ask for your aid to learn more, once you are the ruler of a kingdom.