This imposing suit of armour is forged from adamantine, with vicious spikes protruding from key locations across the cuirass, shoulders, gauntlets, knees and greaves, The largest spikes are positioned along the forearms and shoulders allowing the wearer to turn their entire body into a weapon.
Adamantine Protection
While wearing the armour, any Critical Hit against you becomes a normal hit, as with standard Adamantine Armour
Armour Spikes
The armor's spikes are magically reinforces and count as a simple Melee weapon for you.
- Spiked Strike; Melee attack: your strength modifier + Proficiency Bonus to hit , reach 5 feet,one target
- Hit 1D6 + your strength modifier Piercing damage
You can use the spikes to make attacks even when both your hands are occupied,
Spiked Assault
Once on each of your turns, when you take the attack action, you can replace one of your attacks with a Spiked Strike. If you Grapple a creature, the spikes automatically deak 1D6 piercing damage to the creature when the Grapple succeeds,
Brutal Impact
When you hit a creature with a Spiked Strike, you can force it to make an DC 15 Strength saving throw. On a failed save, you can either
- Push the creature up to 5 feet away from you
- Knock the creature Prone
Once you use Brutal Impact you cant use it again until the start of your next turn.
Adamantine Spikes
The spikes are themselves made from the same magically reinforced adamantine as the armour. When the spikes hit an Creatur or object the hit is a Critical hit
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: Damage: Piercing, Immunity: Critical Hits, Str. 15 Required, Stealth Disadvantage
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