This ancient armor was worn in the great battle in the Aldani Basin that tore open the Weave. The armor is in remarkable condition given it's age, and has become imbued with wild magic giving it an eery green hue.
The wild magic that the armor has absorbed can be released as a reaction when the wearer takes damage from an attack from a melee attack. When this ability is used the attacker must succeed on a DC 18 con save or take 2d8 lightning damage (half on a pass). The wearer must also make a DC 18 con save or take half of the lightning damage rolled (taking only 1/4 of the damage rolled if the wearer passes the save).
The wild magic in the armor can also be triggered if the wearer is hit by magic damage. Whenever they are hit by magic there is a 33% chance of a surge. If they take 15 or more damage the surge is guaranteed. These surges are rolled on a seperate table from the one in the PHB.
If the wearer is reduced to 10 hit points or below a surge of magical lightning is released. Anyone within a 10 foot radius of the wearer takes must succeed on a DC 18 dex save or take 4d6 electrical damage (half on a pass) The wearer automatically takes the damage but it is non-lethal, and stabilizes them if they aren't killed outright by the original damage they take.
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: The wild magic that the armor has absorbed can be released as a reaction when the wearer takes damage from an attack from a melee attack. When this ability is used the attacker must succeed on a DC 18 con save or take 2d8 lightning damage (half on a pass). The wearer must also make a DC 18 con save or take half of the lightning damage rolled (taking only 1/4 of the damage rolled if the wearer passes the save). The wild magic in the armor can also be triggered if the wearer is hit by magic damage. Whenever they are hit by magic there is a 33% chance of a surge. If they take 15 or more damage the surge is guaranteed. These surges are rolled on a seperate table from the one in the PHB. If the wearer is reduced to 10 hit points or below a surge of magical lightning is released. Anyone within a 10 foot radius of the wearer takes must succeed on a DC 18 dex save or take 4d6 electrical damage (half on a pass) The wearer automatically takes the damage but it is non-lethal, and stabilizes them if they aren't killed outright by the original damage they take. , Str. 15 Required, Stealth Disadvantage
Previous Versions
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8/14/2021 3:18:45 AM
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