Armor (half plate), rare (requires attunement)

Ride the Lightning:

Sparking and crackling with energy, this armour is deathly silent until activated. When in battle it’s wearer emits sonic booms and cracks with every movement.

This Armour has a number of charges equal to your proficiency bonus.

Regain 1d4+1 Charges every long rest.

If subjected to lightning damage greater than your proficiency bonus, regain 1d4 charge(s).

Supercell:

As a bonus action and having used at least 10ft. of movement in a straight line, you can choose to expend a number of charges to become living lightning,

For every charge expended, gain an additional 20ft. of movement that must be used in a straight line. 

-You become living lightning, any opportunity attack to hit you has disadvantage.

-You are able to move through other creatures spaces.

-You have to use all your remaining movement to move in a straight line, reverting to normal at the end of the line. The width of the line is 5ft.

-Any creature you blast through must make a Dexterity Saving throw DC equal to 13+Proficiency Bonus. 

On failure, creatures take 4d8 Lightning Damage. For each Charge expended, increase this damage by 1d8. On success, creatures take half damage.

Twice Striking Lightning:

Any creature that fails of your choosing can be forced to make a STR Saving Throw equal to 13+Proficiency Bonus. On failure, they are carried with you, landing within 5ft. of you prone. 

 

 

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Notes: Stealth Disadvantage

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