Armor (scale mail), legendary (requires attunement by a by a fighter, paladin, ranger, or barbarian)

This magic armor can shapeshift to the exact size of the wearer and can be resistant to any element. It is imbued with many elemental runes each of which represents a different element.

at the beginning of every combat scenario role 1d100 for the element if you roll a one it's just a normal set of scale mail 

when attuned you roll 2D100 and you can use any action in the combat scenario to switch the elements

acid, cold, fire, lightning, necrotic, poison, psychic, radiant, and thunder are the elements that the armor can resist.

1 normal 

2-20 acid - acidic places 

21-30 cold - ex. frozen caves, frozen tundra

31-40 fire - ex. volcano, magma caves

41-50 lightning - high mountains, anywhere stormy

51-60 necrotic - anywhere with a huge amount of dead eg. graveyard

61-70 poison - anywhere poisonous eg. poison dragon lair

71-80 psychic - anywhere with great mental strain eg. lost in a fog

81-90 radiant - any where the pc's faith doesn't align with the current environment eg. a holy city or another gods realm

91-100 thunder - loud places and same places as lightning.

if the environment corresponding to the element has difficult terrain then the difficult terrain is negated for the wearer

When in a combat scenario the element that is selected allows you take half damage from the element attack (if a 1 is rolled physical damage is only reduced down to 75% of the attack  eg. 10 piercing damage is now 7.5 piercing damage [round up if decimal]) 

When not in combat you can freely switch the element and the element of the environment (eg. if you select the cold element if you walk through a frozen tundra its like walking through a warm and sunny meadow)

The above only applies out of combat still roll on every combat scenario (when attuned if an element is already chosen keep that element and roll 1d100 for combat)

The creation of this armor was made centuries ago by a long forgotten arch wizard who brought revolutionary changes to the world. This armor is one of his more powerful creations of his personal collection. This armor was made for a dear friend of the arch wizards who loved to explore the most obscure and extreme of regions. when the friend died he was buried in his beloved armor. Roughly 50 years after the arch wizard disappeared 3 people went to the friends grave and stole the armor off his corpse. Shortly after this the armor circled the black market before finding its self in a museum. after researchers studied the armor they were able to finally make this armor but due to its high cost of materials there is only 1 in each continent and only 1 copy of the blueprint was ever made. The blueprint is preserved through a spell the arch wizard cast long ago and has been passed down to the descendants of the friend.

Must be made by a level 10 Artificer sub class armorer

Ingredients to make: Armor of Chance Blueprint, 10 acid runes, 10 ice runes, 10 fire runes, 10 lightning runes, 10 necrotic runes, 10 poison runes, 10 psychic runes, 10 holy runes, 10 thunder runes, 25 pounds of magic metal,(optional [up to dm] ingredients for a special feature 1 red/gold dragon scale, 1 blue/bronze dragon scale, 1 green dragon scale, 1 black/copper dragon scale, 1 white/silver dragon scale. Only 1 dragon scale can be used in an armor set. Once a scale is embedded it cannot be changed) 

if a red/gold scale is used in a 15 ft. cone (Dex. save) flames wildly shoot out from the armors chestpiece dealing 2d6 fire damage

if a blue/bronze scale is used in a 5 by 30 ft. line (Dex. save) lightning violently forks out dealing 2d6 lightning damage to the first hit in the line the rest take 1d6 lightning damage

if a black/copper scale is used in a 5 by 30 ft. line (Dex. save) acid violently shoots out like a geyser dealing 2d6 acid damage to all in its path (note if their head is not covered they no longer have any hair nor can they grow hair)

if a white/silver scale is used in a 15 ft. cone (Con. save) ice freezes the ground in front of you dealing 2d6 to all in the cone and if they fail the saving throw they are stuck to the ground until they or someone else frees them 

if a green scale is used  in a 15 ft. cone (Con. save) poison violently hisses out dealing 2d6 poison damage ( the poison lingers for 2 turns dealing 1d6 for everyone that stays in the poison cloud)

 The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus on a successful save target takes half damage.

 

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Notes: the armor often takes the appearance of a brown long coat (or color of scale), simple shirt (color element dependant), simple pants, boots (snow treads if element is cold, sandals for fire), metal tipped gauntlets (if character doesn't have claws). if element is acidic or poisonous it turns into a hazmat suit. if water reaches your shins the boots transform into rain boots and pants and coat turn into overalls., by a fighter, paladin, ranger, or barbarian, Shapechanging, Warding, Negates Difficult Terrain, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
4/20/2023 12:04:13 PM
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Coming Soon

Item Tags: Shapechanging Warding Negates Difficult Terrain

Azalor_

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