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# Horaldrumhelm of the Sainted Steel
>[!info|clean sban left no-i no-t]
>> [!infobox|right]
>> # Horaldrumhelm of the Sainted Steel
>> ![[Horaldrumhelm of the Sainted Steel.webp|cover ws-med]]
>> ###### Basic Information
>>|<!-- -->|<!-- -->|
>>|---|---|
>>|Type| Shields |
>> |Properties|[Armor Rating](Armor%20Rating.md) (4), [Strapped](Strapped.md), [Vigor (C)](Corvanis/Items/Armory/Definitions/Shield%20Properties/Vigor%20(C).md) (4)|
>> |AC| +4 |
>> | Rarity | Artifact |
>> |Value|?? gp|
>> |Weight|20 lbs|
>
>This +2 Artifact [Tower Shield (C)](Tower%20Shield%20(C).md) was obtained by [The Brass Tax](The%20Brass%20Tax.md) after defeating the [Judge of the Worthy](Judge%20of%20the%20Worthy.md).
>
>**Constant [Exposure](Exposure.md)**: 5
>
>**+2 Enhancement**
>
>**Covenant of Steel and Saints** – Only attunable by Martial characters with the Good alignment.
>
>**Indestructible** (This shield does not lose SR to damage)
>
>Horaldrumhelm has a myriad of abilities that cost an action to activate and can each only be activated once per combat.
>
>**_Stand Your Ground!_** - The wielder plants Horaldrumhelm into the ground and prepares to weather a magical assault. Summoning spectral swords to guard the wielder and all his allies in the effect. The wielder and all the wielders allies within a 20ft cone emanating directly behind the wielder, gain a spell resistance of (20+char level), If any enemy spell should fail against this spell resistance, the spectral blades fly out toward the caster regardless of distance but requiring line of effect. This spectral blades deal 10 force damage per level of the spell failed to the source caster.
>
>**_Widen the Gap!_** - The wielder slams Horaldrumhelm into the ground generating a concussive blast wave in front of the wielder. This is a hemispherical emanation 30ft wide, in front of the wielder. All enemies caught in this blast wave, are knocked back 30ft in a relative direction to the wielder. Enemies may make a strength save DC of 10+char level to resist this effect. For 1 round, any enemy that moves closer to the wielder suffers 10 force damage.
>
>**_Breaking Through!_** - The wielder summons up the magic from Horaldrumhelm and charges towards a target using normal dash rules except that the dash length has a maximum distance of 1,000ft, may go through enemies, the target must make a athletics check vs the wielder. Thew wielder gains a +10 to their check. If the wielder succeeds, the target is knocked back up to 60ft. This is an Absolute effect.
>
>**_Titan Fall!_** - The wielder if at an altitude of at least 100ft, would fall or fly down (no slow fall or feather fall) this distance, he may use this ability and charge the power of this shield. Doing so allows the wielder to hit the ground, landing as normal, except the wielder doesn’t fall prone. The wielder takes damage as normal while falling and may not mitigate it in anyway. All creatures in 30ft of the point of impact where the wielder falls, take damage equal to this fall damage in force damage. They must also make a DC 10+charlevel constitution save or be stunned for 1 round.
>
>**_Hero's Rush_** – The wielder of Horaldrumhelm attacks a single target with this ability. Horaldrumhelm summons spectral blades that make attacks alongside the wielder, Horaldrumhelm, makes 7 melee attacks equal to the normal damage the wielders weapon would deal. These attacks deal force damage.
>
># Trick
>
>**Bracing Shield:** You may [Brace](Brace.md) your [shield](Shield.md) at the start of your turn as a triggered action. All allies behind you in a 10ft cone are considered [Braced](Brace.md) and in cover.
>
># Mastery
>
>**Halt:** As long as this shield has [Armor Rating](Armor%20Rating.md), the first attack each round that would hit, instead is negated. (However armor and [shield](Shield.md) rating loss still occurs.)
>