Armor (plate), legendary (requires attunement by a Requires Attunement )

The Armor radiates heat thawing ice and snow in a small radius. Forged in the fires of the phlegethon this suit of armor seems to find itself protecting those with the burning desire for greatness and something more.

You have a +1 AC while wearing this armor

This suit of armor has 10 charges which recharge at dawn (1d6+4) while wearing the armor you can cast 1 or more charges to cast the following effects 

  • Searing strike (2 charges) you can expend two charges to add 1d6 fire damage to a melee or ranged attack role causing the target to ignite in flames.At the start of each of its turns until the spell ends, the target must make a Constitution saving throw(DC15). On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames.
  • Flaming rebuke (2 charges) you may expend 2 charges to as a reaction point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
  • Shield Of Flame (4 charges) you may expend 4 charges to as an bonus action you may cast Fire sheild (warm) for one minute. The warm shield grants you resistance to cold damage In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage 
  • Investiture Of Flame (10 charges) you can expend 10 charges as an action to gain the following benefits of one minute (treat this as a concentration spell)

    Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:

    You are immune to fire damage and have resistance to cold damage.

    Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.

    You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.

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: Fire, Requires Attunement , Str. 15 Required, Stealth Disadvantage

Boobyshwarma

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