Armor Class: 15 + Dexterity modifier (maximum 2). (AC increases by +1 for every character level starting at level 13.)
Weight: 40 lbs.
Properties: While wearing this armor, you feel a cold, unyielding presence, as though shadows of the beyond guard you. Its surface is etched with eerie runes that flicker faintly with a green necrotic glow.
Abilities: Necromancy Absorption You gain resistance to damage caused by spells with a necromantic origin. Once per long rest, when you take damage from a necromantic spell, you can use your reaction to absorb the spell’s energy. This negates the damage and restores hit points equal to half the damage prevented.
Undead Repulsion When an undead creature deals damage to you, it must succeed on a Wisdom saving throw (DC = 10 + your spellcasting ability modifier) or become Turned for 1 minute. Turned creatures must move as far away from you as possible and cannot take reactions. Their only actions are the Dash action to escape or the Dodge action if escape is impossible.
Altzmyr’s Finest: This armor can be summoned or dismissed at will (no action required). At the beginning of combat, the armor automatically equips itself if it is not already equipped, surrounding you in a ghostly shroud as it forms.
Evolving Power: Necromantic Pathways At the start of attuning to this armor, choose 2 abilities from the Necromantic Pathways. You unlock an additional ability every 4 character levels after attunement (levels 4, 8, 12, etc.). The pathways are:
Path of Control
Necromantic Command: Cast Command Undead once per long rest without expending a spell slot.
Grave Puppeteer: Use your reaction to reanimate a humanoid as a zombie for 1 minute when it dies within 30 feet. Usable once per short rest.
Spectral Chains: Turned undead via Undead Repulsion are restrained for the duration.
Path of Preservation
Necrotic Ward: Gain temporary hit points equal to your level + your spellcasting modifier once per short rest. While active, you are resistant to all damage types except radiant.
Gravewalker’s Step: Teleport up to 15 feet as a bonus action to an unoccupied space within dim light or darkness, usable a number of times per day equal to your proficiency bonus. Aura of Withering: Creatures within 10 feet of you have disadvantage on Strength saving throws and checks.
Path of Destruction
Necrotic Burst: Release a 10-foot-radius necrotic wave as an action. Creatures of your choice must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your spellcasting modifier) or take 2d6 necrotic damage. Usable a number of times per day equal to your proficiency bonus.
Lingering Decay: Your attacks deal an additional 1d8 necrotic damage. Increases by 1d8 at levels 8 and 12.
Soul Siphon: When you kill a creature with a necrotic spell, regain hit points equal to half the target's hp.
Appearance: Altzmyr’s Gift is a hauntingly beautiful half plate of ghostly black steel inlaid with faintly glowing green runes. The faint whisper of a thousand voices surrounds it, growing louder in proximity to undead or necromantic energy. When summoned, the armor materializes in a swirl of spectral mist that clings to the wearer like a cloak of shadows.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: The wearer must have a connection to necromancy, such as being able to cast necromancy spells or having proficiency in Arcana. The wearer must also be a follower of Altzmyr to be granted the gift's power., Stealth Disadvantage
Comments