Descrption: The armor is a union of craftmanship and magic. Is a jet black full plate armor fueled by a magic core placed in the sternum of the armor. The core is protected by heavy plate which give extra protection to soldier which wear the armor.
This kind of armor is equiped with an retractable harpoon place on the right shuolder, the harpoon is linked to the back of the armor with a special metal rope which allow you to fire it to the enemy and bring them to you. The right arm is a normal metal gauntlet, instead the left are is a modular cannon-gun which allow the soldier to shoot normal bullet of magic bullet (The gun need to be ignite with the magic core).
To wear this armor you need 20 minute. The Core need to be refilled once a moth, you can borne inside of the open core magic slot (You need to fill it which as many magic as you want, you need to keep track of the amount on magic you put in it.)
While you are wearing this armor you AC is 20;
While you waering this armor you cannot use any type of weapon normal or magic one;
While you wear this armor you speed is 20 feet, but you cannot be knocked prone, or be grappled or restrained.
Harpoon Attack:
The harpoon present on your left shoulder could be use in different ways. If anchoreted on a build allow the soldier to climb with no difficulties (20 feet per round).
It also used as a weapon to break barricades or door. When used against building the harpoon deal double damage.
If the harpoon is used against an enemy:
Roll to hit: 1d20+Dexterity+Proficiency
Damage: 4d8+5 Critic 20x3; Reach: 30 feet
If you roll a critical hit on the enemy the harpoon does go through it and make the enemy bleed (2d6 per round) untill a healing spell close the wound.
Once used to recharge it you need 3 rounds.
Punch Attack (Right Gauntlet):
Roll to hit: 1d20+Strenght+Proficiency
Damage: 1d12+5 Critic 20x2; Reach: 5 feet
Modular Cannon attack:
The cannon could be used in two different ways, the first one could expel normal projectile and in the arm you can store up to 30 rounds untill you need to recharge it.
Roll to hit: 1d20+Dexterity+Proficiency
Damage: 1d12+5 Critic 20x2; Reach: 90 feet
% of failing: 2% for the first 10 bullet; 5% for the 11th to the 20th bullet; 12% for the 21st to the 30th bullet.
Recharge: When the bullet are gone you need 1 minute to clear the storage of the bullet and load another one.
With a bonus action you can ignite the core and pump magical power to the cannon, which switch configuration and shoot up to 1 minute eldritch blast projectile.
Roll to hit: 1d20+Dexterity+Proficiency
Damage: (The eldritch gun shoot automatically 2 blast, you can aim to two different enemy or only to one)1d10+5 Critic 20x3; Reach: 90 feet
Magical Core: The core is on the front of the armor. This item imbue all the armor with the power of magic, but is a weak point.
The Reactor have resistence from all non magical damage
HP Magical Core: 75
CA Magical Core:: 21
Inside the armor riside a magical residuum core. It is possible to ignite the core to create an explosione of 60 feet (18 m).
The explosione have a Dex saving throw of 20 and deal 15d8 of fire damage. If any person is inside it automatically die.
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: Once a day you can convert a slot of magic of the core for power up the eldritch cannon., You need to fix the join of the armor and fuel the core, the enter in the armor and ignite the engines., Str. 15 Required, Stealth Disadvantage
Previous Versions
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Coming Soon
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