Armor (half plate), artifact (requires attunement by a by a Druid)

This armor ,origins unknown, is said to have been passed down through nature, appearing to those connected to the land and nature that are deemed worthy to don this ancient set. The only legend states that it was given to the first archdruid and only appears before those worthy to uphold the mantle. the armor is composed of leather, wood, and obsidian. Ancient indecipherable runes decorate the plates of the armor.

While attuned this armor gains a +3 bonus to AC and when in wilderness areas you lose the disadvantage on stealth.

Drake Leather: While attuned you gain resistance to fire damage. 

Almighty Alpha: You gain an additional use of wildshape per long rest and your AC carries over to your new form when you do use wildshape. In addition, while in wildshape, you gain a bonus to attack and damage rolls equal to your wisdom modifier, you gain advantage on concentration checks made while wildshaped. If your chosen form does not have a multi attack, you may make an additional attack as a bonus action. If your chosen form does, you gain an additional attack as part of that action(this can only be one of the actions mentioned in the multi attack description)

Ancient Forms: If they were not already on it, you add the following creatures to your list of animals to wildshape into; Allosaurus, Plesiosaurus, Quetzalcoatlus. You may wildshape into these forms regardless of your cr limit for wildshape. all other restrictions still apply.

Natural Immunity: If you are not already, you become immune to poison and the poisoned condition. If you already are immune, when you would take poison damage, you are instead healed by an amount equal to 1/2 the damage that would have been dealt, rounded down.

Natural Disaster: This armor has 3 charges. As an action, you may expend a charge and cast the spell Flame Strike without expending a spell slot. When cast this way, the damage types of the spell change based on the environment you find yourself in at time of casting(Swamp/Forest: Poison; Mountain/Desert: Fire; Coast/Arctic: Cold; Grassland: Lightning; Underdark: Acid; Urban: Piercing). The area affected by this spell becomes difficult terrain. You regain all expended charges on a long rest, but only if the rest is taken in a wilderness area or area permeating natural magic.

Shaman of the Old Ways: You may expend your hit dice to increase the healing done by your spells. The amount healed increases by the half amount rolled on the hit dice you expend.

Random Properties:

  • 2 major detrimental properties(All Beast type Creatures become hostile to you when within 30 ft of you, and prioritize you as a target in combat; All non humanoid creatures of cr 0 instantly die when within 10 ft of you)
  • 1 minor beneficial property(You know the spell Absorb Elements and may cast it at will)

 

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: by a Druid, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2021 4:35:18 AM
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Esbenson1624

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