Armor (plate), artifact (requires attunement)

This suit of menacing yet beautiful silver armor is engraved with all sorts of incredibly complex runes and sigils that constantly glow with blue light. Very little information is known about this suit of armor, much less where it came from or who made it. Its name gives a clue as to its purpose though, seemingly made in honor of the catastrophic event that it gets its name from, the Spellplague. This event was caused by the assassination of the goddess of magic, Mystra, whose murder caused the entirety of the weave to collapse, rendering arcane magic useless. What arcane magic remained was then corrupted and twisted, and the Spellplague manifested from this as a storm of blue flames that quickly grew in size, killing whatever they touched. These flames even infected other realms and realities through arcane gates or portals, causing it to travel across time and space itself. The armor emits these same blue flames on occasion, continuing the plague's spread.

You have advantage on saving throws against spells and other magic effects while wearing this armor. In addition, you gain resistance to damage from spells. 

Random Properties. The Armor of the Spellplague has the following random properties.
• 2 minor beneficial properties
• 2 major beneficial properties
• 1 minor detrimental property
• 1 major detrimental property

Cyric's Corruption. This armor can hold up to 20 charges. Whenever you succeed on a saving throw against a spell, the armor gains a number of charges equal to the spell's level, as the influence of Cyric once again corrupts the magic of the weave. As it gains charges, the armor provides greater benefits to its wearer. The armor loses all of its held charges daily at dawn.

5 charges: When you hit with any weapon, the attacks deals an extra 1d6 fire damage. This extra fire damage ignores resistance and immunity. In addition, you unlock the Spellplague's Grasp ability. As an action, you can make a special melee attack against a creature. On a hit, that creature must make a DC 18 Constitution saving throw, taking 5d6 fire damage and being set on fire on a failed save, or half as much damage and not being set on fire on a successful one. If a wizard, sorcerer, warlock, or bard is the target of this attack and fails the saving throw, their connection to the weave is cut off and they cannot cast spells as long as they are on fire. This fire can only be put out by Greater Restoration or similar magic. Small blue flames lick across the runes and sigils on the armor.
10 charges: The extra fire damage when you hit with any weapon increases to 2d6. The damage dealt by Spellplague's Grasp increases to 10d6. You can use an action to cast Fireball (save DC 18). This version of the spell is blue and it ignores resistance and immunity to fire damage. While the helmet is worn, your eyes are a pair of burning blue flames.
15 charges: The extra fire damage when you hit with any weapon increases to 3d6. The damage dealt by Spellplague's Grasp increases to 15d6. You can use an action to cast Flame Strike (save DC 18). This version of the spell is blue, ignores resistance and immunity to fire damage, and deals 8d6 fire damage instead of 4d6 fire damage and 4d6 radiant damage. A cape of blue flame extends from the armor.
20 charges: The extra fire damage when you hit with any weapon now deals double damage to wizards, sorcerers, warlocks, and bards. If a wizard, sorcerer warlock, or bard is reduced to 0 hit points by Spellplague's Grasp, they are permanently cut off from the weave and gain a form of Indefinite Madness. Their connection to the weave can only be restored by a Wish spell, at which point, their sanity is also restored. You can use an action to cast Fire Storm (save DC 18). This version of the spell is blue and ignores resistance and immunity to fire damage. The symbol of the god Cyric appears on the chest plate of the armor, and is emblazoned into the flaming cape. The helmet now emits blue flames from its crown like headpiece.

Spellplague Unleashed. If the armor ever goes above 20 charges, it unleashes all its contained energy in a massive fiery explosion in a 120-foot radius sphere, centered on you. Each creature in that area besides yourself must make a DC 20 Dexterity saving throw, taking 20d6 fire damage and being set on fire on a failed save, or half as much damage and not being set on fire on a successful one. If a wizard, sorcerer, warlock, or bard fails the saving throw, their connection to the weave is cut off and they cannot cast spells as long as they are on fire. This fire can only be put out by Greater Restoration or similar magic. If a wizard, sorcerer, warlock, or bard is reduced to 0 hit points by this feature, they are permanently cut off from the weave and gain a form of Indefinite Madness. Their connection to the weave can only be restored by a Wish spell, at which point, their sanity is also restored.

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: Advantage: Saving Throws, Resistance: All, Melee Weapon Attack: Fire, Ranged Weapon Attack: Fire, Melee Weapon Attack: Fire, Ranged Weapon Attack: Fire, Melee Weapon Attack: Fire, Ranged Weapon Attack: Fire, Str. 15 Required, Stealth Disadvantage

SilverDragon99

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