Armor (half plate), very rare (requires attunement by a Worn for 8 hours)

This gleaming suit looks like it was sculpted from polished ice, impossibly smooth and faintly translucent. A thin mist curls perpetually from its surface, and where the armor rests, frost lingers. It never warms, even in fire, and the wearer’s breath is always visible.

Powers

  • Frozen Resilience: While wearing the armor, you gain resistance to cold damage.

  • Winter’s Presence: Enemies within 5 feet of you have disadvantage on saving throws against being grappled or restrained, as frost clings to their movements.

  • Frostward Aura: Once per long rest, as an action, you can radiate an aura of numbing cold for 1 minute. Hostile creatures within 10 feet that start their turn there take 2d6 cold damage and have their speed reduced by 10 feet until the start of their next turn.

  • Chill Step: The armor leaves behind a trail of frost. As a bonus action, you can create a 10-foot line of difficult terrain made of ice that lasts until the start of your next turn.

Drawback

  • Coldheart: Extended attunement (after 30 days) risks the wearer’s humanity. Each week thereafter, roll a DC 13 Charisma save. On a fail, the wearer becomes emotionally detached, their skin paler, their body temperature dropping. After three fails, the Winter Court may claim them as a thrall.

  • Beacon of Winter: Fey creatures aligned with summer, or anyone tied to fire or sunlight, will sense the armor’s unnatural chill and may treat the wearer as an enemy on sight.

 

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: Worn for 8 hours, Stealth Disadvantage

GerboNackel

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