+3 Plate Armor (Heavy)
(While wearing this, you cannot attune to any other magic armor as each piece is needed for the armor to fully function)
Legendary
[Powered Armor]
Adds +4 to strength, dexterity, and constitution with a possibility of going over 20 but capping out at 30. This armor also increases your movement speed by 15 feet, and is equipped with Delta V jump boots. This means that when the wearer has already jumped as part of their movement, they can jump a second time to double their height or distance. Finally, this armor is built to be lived in. You suffer no effects of exhaustion if you sleep in this armor. You also can choose to ignore the first time you would get exhaustion. You can do this once between each long rest.
[Construction of Unknown Origin]
The armor is very resilient and exceptionally protective. While wearing it, you have resistance against all non-magical bludgeoning, piercing, and slashing damage as well as fire and cold damage. On top of this, you don’t suffer the effects of extreme heat or cold as described in the Dungeon Master's Guide. The helmet also filters the air you breathe so you will not suffer any negative effects of any poison or other airborne hazards that would harm you if breathed in. You also have advantage against saves poison and resistance to poison and acid damage. On top of all of this, the armor itself is nigh unbreakable and should be treated as at least adamantine in durability for both mechanical purposes like calculating critical damage dealt to the player as well as role playing purposes.
[Flame Belch]
The device located on the shoulder functions as a small grenade launcher (it fires a ball of fire that explodes) as well as a a flame thrower. This device has 12 charges and can functionally cast burning hands or fireball as spell like abilities. The charges reset after a short rest.
[Rip and Tear]
This suit gives the wearer access to the bonus action Rip and Tear:
On your turn, as a bonus action, you can make an unarmed (or wrist blade) attack. You deal 1d6 + your str mod bludgeoning (or slashing) damage. This damage counts as magical for the purpose of overcoming DR. If you reduce a fiend to 0 hp with this attack, you rip them to pieces with your bear hands and roll a number of D6 equal to that monster's challage rating (minimum of 1), regaining that amount of HP. The infernal energy that sustains the fiend is used to power the armor and heal the wearer. Due to this, when a fiend is destroyed by Rip and Tear, it's soul is rent a sunder and does not return to it's home plane. If its CR is 15 or greater, it can pull itself back together in 1d10 years. After that time, it will then undergo the usual process of regeneration that any fiend would normally undergo after being killed.
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: Immunity: Critical Hits, Bonus: Strength Score, Bonus: Dexterity Score, Bonus: Constitution Score, Bonus: Armor Class, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Resistance: Cold, Resistance: Fire, Resistance: Acid, Resistance: Poison, Advantage: Saving Throws, Melee Weapon Attack: Slashing, Combat, Warding, Str. 15 Required, Stealth Disadvantage
Edits for the future:
- Going to remove "You also can choose to ignore the first time you would get exhaustion. You can do this once between each long rest."
- Need to take a look at the whole [Construction of Unknown Origin] feature. Probably remove some of the resistances.
- Need to add the ice bomb to the flame belch some how.