Armor (half plate), legendary (requires attunement by a Blood Hunter)

This beautiful, obsidian-colored armor was worn by the first Blood Hunter of the Claret Order.  It seems to glow with a dim crimson light.

Dormant

  • The wearer gains a +1 bonus to AC and Blood Curse save DC while wearing this armor.
  • When the wearer is within 150 feet of a fey, fiend, or undead, the armor sheds a deep crimson light in a 10-foot radius,  and any fey, fiend, or undead inside the radius must make a Constitution saving throw DC 13, or take 1d6 force damage.

Awakened

  • The armor's bonus to AC increases to +2.
  • The radius of the light shed by the armor increases to 15 feet,  the DC increases to 15, and the damage dealt increases to 2d6.
  • Any creature affected by your Blood Curses has disadvantage on attack rolls and ability checks until the Blood Curse ends.

Exalted

  • The armor's bonus to AC increases to +3.
  • The DC of the light increases to 17, and the damage dealt increases to 3d6.
  • While attuned to this armor you are immune to being charmed and frightened.
  • You have advantage on saves against spells and magical effects.

 

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: Bonus: Armor Class, Bonus: Spell Save DC, Immunity: Charmed, Immunity: Frightened, Advantage: Saving Throws, Blood Hunter, Combat, Warding, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
5/14/2020 7:20:06 PM
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Item Tags: Combat Warding

Dr_Agon9999

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