This armor is considered heavy armor (but can be used if there is medium armor proficiency) and provides 18 AC ( with no disadvantage to stealth) when worn. The Armor of Hell Flame requires ability scores of either 16 STR or 16 CON to use.
When the user takes damage from a creature within 120 feet. As a BONUS REACTION, the spell Hellish Rebuke can be cast against the target (2/2 per long rest). You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a DEX saving throw against the armor's DC of 18. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one. When the target fails the save heat from the armor also burns the user for 2d8 fire damage, or half as much if the target succeeds.
If the ability of the Armor of Hell Flame is not used at least once per day, the pent up heat will burn the user for 5d10 damage at the end of the day.
At higher levels the Hellish Rebuke spell does more damage: At 5th level it deals 4d10 fire damage but deals the user 3d8 fire damage, at 11th level it deals 5d10 fire damage but deals the user 4d8 fire damage, at 17th level it deals 6d10 fire damage but deals 5d8 to the user.
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.
Notes: Stealth Disadvantage
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9/6/2022 11:03:40 PM
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