A set of gauntlets, greaves and shoulder pads gained for the soul of the demon Balrog. Balrog is capable of launching a barrage of fiery punches and kicks at extremely high temperatures.
Switch Up. Before an encounter begins, you are able to choose to start it either with the gauntlets out or with the greaves out. Any unarmed strike made with the gauntlets deals bludgeoning damage plus on your strength modifier. Any unarmed strike made with the greaves deals bludgeoning damage plus your dexterity modifier(this includes the attacks in this description). They are also able to be switched between with a bonus action. The the list of attacks available to you will change depending on whether the gauntlets or greaves are out.
Ignition. Once you deal 15 damage to an enemy with either the greaves or the gauntlets, Ignition is activated for two rounds at minimum. Ignition gives both weapons a bonus 1d6 fire on any attack made with them. After the two rounds pass if you did not attack any enemy with either form of Balrog, the buff ends. If you make a strength or dexterity saving throw depending on what form you used, if successful the buff lasts an extra round.(This can be repeated for the entire encounter if you keep landing strikes with Balrog and not fail any saving throws.)
Heavy Jolt(Gauntlets). Dash to any enemy creature within 5ft and deal 1d6 bludgeoning damage(bonus 1d6 fire damage with Ignition). As a bonus action you can perform Fly Dragon, an uppercut dealing 1d6 bludgeoning damage(bonus 1d6 fire damage with Ignition)knocking the creature into the air leaving it prone.
Welter Move(Gauntlets). When an enemy creature attacks you within 5ft of you(while not prone or incapacitated), you can make a reaction to roll a dexterity saving throw(this will not work on attack or spell that has at least a 5ft radius from the creatures position). On a success, you dodge the enemy's attack completely avoiding damage and choose to be on the creatures right, left or behind them. You can then if you wish to spend an action to use Bantam Revenge, a strike dealing 1d6 bludgeoning damage(bonus 1d6 fire with Ignition).
Minimum Dragon(Gauntlets). As an action, perform an uppercut dealing 1d6 bludgeoning damage(1d6 fire with Ignition)leaving the creature prone. Or you can spend the action to begin charging Balrog to a maximum of 4 levels each taking a round to charge. Level 2(Rising Dragon) deals 1d8 bludgeoning damage(1d8 fire with Ignition). Level 3(Divine Dragon)deals 1d10 bludgeoning damage plus 1d10 fire damage. Level 4(Real Impact)deals 1d12 bludgeoning damage plus 1d12 fire damage.
Friction(Greaves). As a bonus action, jump and perform a dive kick to any creature up to 10ft away dealing 1d6 bludgeoning damage(plus 1d6 fire with Ignition).
Updraft(Greaves). As a bonus action, you perform a backing kicking the enemy into the air dealing 1d6 bludgeoning damage(plus 1d6 fire with Ignition)leaving the creature prone.
Heat Up(Greaves). As an action, you make a dexterity saving throw to completely light up the dance floor. On a success you break dance so hard you instantly trigger Ignition(its countdown starts after Heat Up is successfully used), but at the cost of overheating you take an extra 1d6 damage from all sources(except for fire if your attuned to Balrog).
Break Spiral(Greaves). As an action or bonus action, perform a several second long break dance that hits all creatures in a 5ft radius dealing 3d6 bludgeoning damage(plus 3d6 fire with Ignition).
Flint Wheel(Greaves). As an action or bonus action, perform a powerful backflip kicking a creature into the air dealing 1d6 bludgeoning damage(plus 1d6 fire with Ignition)leaving said creature prone. This also sends you up to 5ft backwards.
Pyromania(Greaves). While in Ignition, you can spend an action or bonus action to hit a creature with a barrage of fiery kicks. This deals 8d6 bludgeoning damage plus 8d6 fire damage. This knocks the creature back up to 20ft away leaving it prone. This will also immediately end the Ignition buff.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Notes: Damage: Bludgeoning, Damage: Bludgeoning, -If Balrog is being used while not being attuned to, the user will take 1d6 fire damage every round while Ignition is active., Any Tiefling or Ganasi like race and/or any spellcasting class, Stealth Disadvantage
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