Armor (plate), unknown rarity

Helmet. As a bonus action, the wearer can cause the helmet to retract, or cover their head.

Enchanted Origins. The armor has no strength requirement, even if it originally had one.

Quick Equip. You can don or doff the armor as an action.

Spellcasting Focus.  This suit of armor can be used as an arcane focus for an artificer's spells

Symbiotic Attachment. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.

Guardian

You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. (This Attack is Handled by Class Feature) Each of the armor’s gauntlets counts as a simple melee weapon while you aren’t holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

Defensive Field. (This Ability is Handled by Class Feature) As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have.  You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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: Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

LiqwdE

Comments

Posts Quoted:
Reply
Clear All Quotes