Armor (half plate), artifact (requires attunement)

This artifact is an experimental suit of combat armor, crafted of a mix of armored plates and woven metallic threads composed of an adamantine, mithril, rudium, and silver alloy, which was quenched in a bloody solution composed of mimic, doppelganger, and changeling blood mixed with crushed elemental cores, and has had numerous magical rituals worked on it to enhance the users speed and augment the users intelligence. 

Color Shift. This cutting edge suit of magitech armor can change color based on the user's desires, including to a camouflage that blends into the background. The camouflage lasts for 1 hour, and takes a short rest to recharge. When the camouflage is activated, the following effect applies:

  • Cloaked. The user's armor blends into your surroundings, making the user difficult to spot. While remaining still outside of combat, you have advantage on all stealth rolls, and all creatures have disadvantage on all active perception rolls, and have a -10 penalty to their passive perception. Additionally, during combat, whenever you provoke an attack of opportunity, that creature has disadvantage on the attack roll.

A.L.F.R.E.D. The Adaptive Learning Framework for Reconnaissance, Engagement, and Defense, or A.L.F.R.E.D. for short, is the suits combat intelligence which acts as a supplement and augment the users Intelligence with its own. A.L.F.R.E.D. is contained in a small disk that has to be installed into the base of the user's skull, appearing as a small black box (this reduces the user's hit point maximum by 20 points permanently). This box contains a small pocket dimension the armor can be banished and called from at will, and once installed, A.L.F.R.E.D. provides the following benefits along with the Advanced Adaptation:

  • Augmented Intelligence. Once installed, A.L.F.R.E.D. supplements the user's Intelligence, setting it to 30. It also gives advantage to all history checks that have occurred since it has been installed by accessing and enhancing the user's memory.
  • Enhanced Reflexes. A.L.F.R.E.D. runs small metal cables throughout the users, overwriting the user's nervous system and enhancing their biological functions. The user gains 60ft of darkvision, a blindsight of 30ft, and has their Dexterity set to 30.
  • Artificial Spellcasting. The user may use their intelligence to replace their main spellcasting stat.
  • Inquisitorial Insight. The user of this armor may choose to spend their bonus action to closely examine a creature. The user and the creature must make a contested Deception versus Investigation check, with the user rolling Investigation and the creature rolling Deception. If the user beats the creature in the contested check, the user can gain knowledge over one thing from the creatures stat block (examples: amount of hit points, any vulnerabilities, any resistances, main damage types of attacks, unique traits, etc.) (Based on DMs discretion). (NOTE: Penalties apply to your rolls if you are researching into a creature you are not currently able to see. No penalties apply if the creature is within eyesight)

Advanced Adaptation. The artificial intelligence system inside the suit works to adjust the composition and structure of the suit to adapt to the enemy that its fighting over time. The user of the armor can choose from the following effects (NOTE: User can only work towards one of these effects at a time, i.e. user cannot work towards a conditions immunity and a damage resistance at the same time) (NOTE: If the user wants to gain a second instance of an effect they must wait another (1d4 or 2d4) rounds of combat to gain that next instance) (NOTE: Resistances/Immunities can be preloaded into the suit, but the user must wait the same amount of time to remove the resistance/immunities as it did to adapt to them, and it will take another 1d4 or 2d4 rounds of combat to reapply a new resistance/immunity):

  • Resistance (1d4 rounds of combat): The user gains resistance to one type of damage after 1d4 rounds of combat, which the user picks. The user can have a max of 3 resistances, and the user can choose to upgrade a resistance to an immunity after another 2d4 rounds for the cost of another resistance slot. (i.e. if the user decides to upgrade to an immunity, they can only choose to gain 1 more resistance). 
  • Conditions (1d4 rounds of combat): The user can choose to gain an immunity to up to 2 different conditions. (Cannot become immune to Exhaustion or Unconsciousness)

Rapid Adjustment (Reaction, 1/Day). The user can choose to expend their reaction to rapidly adjust their immunities and resistances, filling all open slots. After the reaction is expended, the user can choose which damage/condition resistance/immunity they would like to gain, and the user gains 1 to 2 levels of Exhaustion per instance of effect. (If the user uses this to gain an immunity to a damage type, they gain 2 levels of exhaustion, if they use it to gain a condition immunity or damage resistance, they gain 1 level of exhaustion.) (i.e. if the user uses this to rapidly adjust and fill all possible slots, they would gain 5 levels of exhaustion).

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: Set: Intelligence Score, Set: Dexterity Score, Sense: Blindsight, Sense: Darkvision, Warding, Stealth Disadvantage

Item Tags: Warding

Skyninja21

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