While wearing this armor, the wearer gains an additional 2 to their armor class.
Hellfire Warding. You have resistance to fire and necrotic damage. While wearing this armor, fire and necrotic damage you deal ignores resistance.
Aura of Dread (Passive). While attuned and wearing the armor, creatures of your choice within 10 feet have disadvantage on saving throws against being frightened. This range increases to 30 feet while you are bloodied (below half HP).
Flames of the Damned (3/Day). As an action, you erupt with cursed flame. Every creature of your choice within 20 feet must succeed on a DC 18 Dexterity saving throw or take 6d10 fire damage + 4d10 necrotic damage and be frightened until the end of their next turn. Half damage on a successful save, and no fear effect.
Darkvision (Superior). You gain 120 feet of darkvision. If you already have darkvision, its range is increased by 60 feet. You can also see through magical darkness.
Sentient Hunger. The armor is semi-sentient (INT 10, WIS 15, CHA 17). It urges its wearer toward domination, vengeance, or chaos, whispering suggestions during long rests. If the wearer refuses its urges for three consecutive days, the armor deactivates its magical properties until appeased with a dark deed.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Resistance: Fire, Resistance: Necrotic, Bonus: Armor Class, by a non-good creature, Str. 15 Required, Stealth Disadvantage
Comments