Armor (plate), legendary (requires attunement by a The armor connects in a unique and special way to its wearer, changing the creature forever, like a symbiote.)

Kachi's Plate Armor is a unique and legendary item, hailing straight from a faerie realm, where a warrior dedicated his life, essence, and flesh to honoring their friendship, transforming himself into a kind of symbiotic fae armor.
When connected to its host the armor provides some innate abilities and others only when it is "locked up".

Innate:

  • Creature Type. You are a Fey.
  • Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.
  • Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Resistance: Poison and acid damage.
  • Languages: sylvan.
  • Beetle Blood: You now have faerie blood flowing through your body, allowing you to be harder to die, gaining an additional 1d4 to your death rolls.
  • Fey Magic. You can cast the Parasite Infestation (Infestation Cantrip, with Domirhan's Lore) cantrip. In addition, you know and can cast the Spirits of the Alma Mundi (Healing Spirit spell with Domirhan's Lore) spell with this feature. Once you cast it with this feature, you cannot cast that spell again until you finish a long rest. You can also cast these spells using any spell slots you have. When you cast the Healing Spirits spell with this trait, it manifests as numerous glowing winged insects that fly around you healing and obeying your orders and magically dissipate when the effect wears off.
    • Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells (choose the ability when you gain this feature).

Locked Up

You can use your reaction or bonus action to "lock up" your armor, thus giving you Kochi's full powers.

In this state the armor has a total of legendary points equal to half your total character level (minimum of 1) and recovers all of them on a long rest.

Legendary Actions (point cost)

  • Natural Magic: you are connected to the lines of mana that cross nature, connecting to everything that lives and being able to use your Legendary Points as magic circles for known conjurations, in the proportion of 1-1.
    • For example, to cast a 1st-tier spell, spend 1 Legendary Point.
  • High-pitched Buzz (2 Points): You can spread your wings and vibrate, scattering a magical dust that propagates along with the hiss. All creatures within 10ft radius of you. Allied
    • Creatures: They gain immunity to fear of any nature and can get out of a condition that afflicts them, if they are under the effect of some kind of magical control, they gain advantage to escape for 1 minute.
    • Enemy Creatures: Must make a Wisdom saving throw to not be frightened (DC equals your Intimidation skill +5)
  • Restorative Sap (1 Points): Your wounds bleed through a type of sap, using your bonus action you can imbue this sap with mystical energy and heal yourself by rolling your Hit Dice (similar to Second Wind).

 

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: Resistance: Poison, Immunity: Charmed, Bonus: Hit Points, The armor connects in a unique and special way to its wearer, changing the creature forever, like a symbiote., Combat, Warding, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
1/28/2022 2:29:37 PM
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Item Tags: Combat Warding

KiraSaint

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