Silver breastplate made from meteor in the heart of ancient fire elemental.
When attuned ring of resistance is pressed to breastplate, the armor absorbs it, in flash of light. On armor appears corresponding gem, to the gem in ring of resistance. When ring is absrobed, you no longer have attunement to it. Armor takes care of it.
When adding ring, which is 5th or more, there is cumulative chance of failure. The chance is 10% +5% for every ring above 5th. On failure, everyone in 20 feet radius, must make DC 18 save: for poison-constitution, for psychic-wisdom, for rest desterity. On fail suffering 4d6 damage for every fail. Damage type corresponds to the rings. Also, all rings fall to the ground and you lose resistances, granted from them.
Creature can attempt to take ring, with succesful DC 25 strength check. On succes, you lose the resistance to this damage type. Also, you both take 3d6 damage of this type. On failure, the creature takes 6d6 of this damage type.
When found, it has random ring of resistance inside.
| d10 | Damage Type | Gem |
| 1 | Acid | Pearl |
| 2 | Cold | Tourmaline |
| 3 | Fire | Garnet |
| 4 | Force | Sapphire |
| 5 | Lightning | Citrine |
| 6 | Necrotic | Jet |
| 7 | Poison | Amethyst |
| 8 | Psychic | Jade |
| 9 | Radiant | Topaz |
| 10 | Thunder | Spinel |
After having 5 rings, AC goes to +2. When having 10, to +3.
Also, when armor has 10 gems, you can cast fire bolt, ray of frost, acid splash, mind sliver, [Tooltip Not Found], sacred flame, shocking grasp, thunderclap, chill touch, sword burst.
When casting these spells, you have +10 to attack rolls, and DC20 for spell saves.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Notes: Resistance: Lightning, Bonus: Armor Class, Buff, Combat, Warding
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