Armor (studded leather), legendary (requires attunement by a One short rest focusing on the split aspects of the creature)
CHIMERA HIDE
Armor (studded leather), Legendary (Requires Attunement)
Armor Class: 13 + your Dexterity modifier
Weight: 13 lb.
Crafted from the hide of a powerful chimera, this magical armor incorporates the creature's three distinct natures: the ferocity of a lion, the resilience of a goat, and the destructive power of a dragon.
MAGICAL ARMOR
You gain a +1 bonus to AC while wearing this armor.
CHIMERA'S RESILIENCE
While wearing this armor, you have resistance to fire damage and advantage on saving throws against being frightened.
THREEFOLD NATURE
As a bonus action, you can awaken one of the armor's three aspects. The chosen aspect remains active until you use a bonus action to switch to another.
Lion Aspect.
Your walking speed increases by 10 feet.
Once on each of your turns when you hit with a weapon attack, you deal an extra 1d6 slashing damage.
You have advantage on saving throws against being knocked prone.
Goat Aspect.
You gain a climbing speed equal to your walking speed.
You have advantage on Strength (Athletics) checks made to climb, jump, or resist being moved against your will.
When you fall, you can use your reaction to reduce the falling damage by 5 × your proficiency bonus.
Once per turn, when you hit a creature with a melee attack after moving at least 10 feet toward it, the target must succeed on a Strength saving throw or be knocked prone.
Dragon Aspect.
When you first attune to the armor, choose acid, cold, fire, lightning, or poison as the dragon's damage type. This choice can't be changed while you remain attuned.
While this aspect is active:
You have resistance to the chosen damage type.
You have advantage on saving throws against effects that deal the chosen damage type.
You can replace one of your attacks when you take the Attack action with Chimera Breath.
Chimera Breath. You exhale destructive energy in a 30-foot cone. Each creature in the area must make a Dexterity saving throw against your Chimera save DC.
On a failed save, a creature takes 3d10 damage of your chosen type. On a successful save, it takes half as much damage.
You can use Chimera Breath a number of times equal to your proficiency bonus per long rest.
Chimera Save DC: 8 + your proficiency bonus + your Constitution modifier.
CHIMERA'S FEROCITY
When you are reduced to half your hit points or fewer, the armor's three natures awaken simultaneously for 1 minute:
You have advantage on attack rolls against creatures that have damaged you since the end of your last turn.
Your weapon attacks deal an additional 1d6 damage.
You can't be frightened.
You can switch between the three aspects without using a bonus action.
Once this property activates, it can't activate again until you finish a long rest.
LEGENDARY CHIMERA
The armor has 3 charges and regains all expended charges at dawn.
Lion's Pounce — 1 Charge. When you move at least 20 feet straight toward a creature and hit it with a melee attack on the same turn, the attack deals an extra 2d6 damage, and the target must succeed on a Strength saving throw or fall prone.
Goat's Defiance — 1 Charge. When you fail a Strength, Dexterity, or Constitution saving throw, you can use your reaction to reroll it. You must use the new roll.
Dragon's Fury — 2 Charges. When you use Chimera Breath, you can expend 2 charges to increase its damage to 5d10 and increase its range to a 60-foot cone.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Bonus: Armor Class, One short rest focusing on the split aspects of the creature
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