Armor (plate), legendary (requires attunement by a you have to wear the Amor in order to attune to it)

Ancient black plate armour with fine fiery red glowing runes carved into it and red pulsing veins running through the armour.

As you tune into the armour, it fuses with your body.
and cannot be removed
If you somehow manage to remove the armour from your body, you will take 5d6 necrotic damage each time you take damage.  

Once attuned, your race changes to Tiefling.
You also gain resistance to all non-magical damage

The armour can be awakened by consuming 12 uses of the infernal flask on one day.

 

When Awakened
You can spend a charge to inflict at least 1d10 necrotic damage to your self and burn every creature or object within a 15-foot radius. The creature must succeed on a DC 18 Dexterity saving throw; if the save fails, the creature takes 1d10 fire damage; if the save succeeds, the creature takes half as much fire damage.
This fire ignores resistances to fire.
For every d10 of damage taken, the creature takes an equal number of d10s of fire damage.
For example, if you spend a charge, you take 4d10 necrotic.
So each creature takes 4d10 fire damage.

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: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, made from an unknowen craftsman , you have to wear the Amor in order to attune to it, Damage, Buff, Combat, Shapechanging, Cursed, Warm, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2023 2:02:11 PM
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Item Tags: Damage Buff Combat Shapechanging Cursed Warm

Spielemeister_LP

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