Archangel's Halo wondrous, very rare (requires attunement by a creature of Good or Neutral Alignment)

This large silver hoop is nearly 3 feet in diameter, several inches tall, yet delicately thin. All along its length is a groove, and at the front it is notched from the top and bottom down to the groove where a large diamond is set.

When you attune with this item the groove and diamond begin to glow a soft white, and it floats of its own accord to just a foot over your head, remaining there as closely as possible. While attuned to this halo you are resistant to Radiant damage and have advantage on religion checks.

Heaven’s Wrath

While the halo floats above your head you can call on a portion of the might in the armories of the Upper Planes. As an action you can raise your hand to the sky, pulling down 1d6 shining yellow translucent swords. They fly to your side with a flourish, and will slowly orbit you, hilt upwards, for the next minute or until they shatter.

You can have up to 6 swords orbiting you, and while you have swords orbiting you you can make a melee spell attack (using your Intelligence as your spellcasting ability if you are not a spellcaster) against any creature you can see within 60 feet of you as an Attack action. If you are able to make multiple attacks with the Attack action, this attack replaces one of them.

On a hit you deal 1d8 + your Intelligence modifier Radiant damage as the sword seems to pass right through the creature. If you are proficient in religion you can also add your proficiency to this damage.

On a miss the sword shatters.

Angelic Properties

The halo will float above your head even in an antimagic field, despite its effects being nullified. Additionally, if you are ever separated from the halo you can summon it back to your head as a bonus action unless it is blocked by an antimagic field or a ward against magical travel such as Forbiddance.

Curse.If you are ever more than 15 feet from the halo you take 1 psychic damage per minute as your eyes begin to swim and your head inexplicably aches. If you are on a different plane from the halo you are also blinded until you are once again on the same plane as it.

The only way to unattune from the halo apart from a Wish spell or act of a deity is to commit a horribly evil act. When you unattune in this way from the halo the previously white light coming from it glows a dark red, and the silver dulls. The blackened halo falls to the ground, all magic properties lost and its diamond cracked. If you have proficiency with Religion you lose your proficiency in it and take 4d10 psychic damage as the knowledge is sloughed from your memory.

Type: Wondrous Rarity: Very Rare School: Evocation Attunement: requires attunement by a creature of Good or Neutral Alignment Suggested Classes:  Role: Attack