Armor (breastplate), artifact (requires attunement)

This breastplate, bestowed by Ari, god of agriculture, is made of a brilliant gold, engraved with designs of curling crop fields. In the center of the breastplate, a ram’s head is embossed, surrounded by five opaline stars.

Behavior. The eyes of the ram light with holy flame whenever the magic of a primordial being is present, casting dim light out to a radius of 5 feet.

Dormant

While wearing the armor in its dormant state, you gain the following benefits:

  • The armor grants you a +1 bonus to AC.
  • You learn to speak with animals. Beasts can understand your speech, and you gain the ability to decipher their noises and motions.
  • The armor has 5 charges, and regains 1d4+1 each day at dawn. You can expend 1 charge to cast either the purify food and drink spell or the sanctuary spell (spell save DC 13).

Awakened

When the armor reaches an awakened state, it gains the following properties:

  • The AC bonus of the armor increases to +2.
  • Your spell save DC for spells cast using the armor increases to 15.
  • You can expend 2 charges from the armor to cast the warding bond, spike growth, or absorb elements spells, without requiring material components. When you cast warding bond in this way, you can cause the spell to affect two willing creatures you touch and not yourself.
  • While any of your allies are unconscious, your walking speed increases by 15 feet and opportunity attacks against you have disadvantage.

Exalted

When the armor reaches an exalted state, it gains the following properties:

  • The AC bonus of the armor increases to +3.
  • Your spell save DC for spells cast using the armor increases to 17.
  • While you're wearing the armor, any critical hit against you becomes a normal hit, and you have resistance to cold damage.
  • You can expend all 5 charges from the armor to cast the crown of stars spell (spell attack bonus +9). When you have cast crown of stars this way, you can expend a mote of the spell as a bonus action to nurture instead of harm. When you do, choose a creature other than yourself within 120 feet of you. That creature regains 4d12 hit points and, until the start of your next turn, it gains advantage on attack rolls and ability checks and it sheds bright light out to a radius of 15 feet and dim light for an additional 15 feet.

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

Notes: Bonus: Armor Class, Resistance: Cold, Immunity: Critical Hits, Healing, Control, Movement, Combat, Warding

Previous Versions

Name Date Modified Views Adds Version Actions
8/6/2024 3:25:02 PM
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8/6/2024 3:12:59 PM
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Item Tags: Healing Control Movement Combat Warding

MilestoGo_24

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