You have a bonus to AC while wearing this armor dependent on the level of it.
- +1 Bonus to AC, Rare
- +2 Bonus to AC, Very Rare
- +3 Bonus to AC, Legendary
This armor can be magically charged or not charged based off certain circumstances. By default, the armor is charged. While worn, after every turn that you make an attack against a creature or object, roll 1d6. If you roll a 6, the armor becomes charged. The armor becomes magically charged if a new dawn passes.
As a bonus action on your turn if the armor is charged, or whenever you cast a spell and roll a natural 1, roll on the wild magic protection table.
1d20
- You feel yourself become lighter, as though you were under low gravity. Your jump height becomes equal to your movement speed until the start of your next turn
- Dependent on if the armor has metal components or not, anything near you is put in danger.
- If the armor has metal components, metal spikes protrude out of your armor like a porcupine, and any creature or object within 10 feet of you takes 1d10 piercing damage. Any objects that weighs 10 lbs. or less and is pierced have a 50% to become stuck onto the spikes and move with you when you move. The spikes slowly sink back into the armor. At the start of your next turn, the spikes sink back to being 5 feet long. Moving on this next turn will deal 1d4 piercing damage to any objects or creatures you move within 5 feet of on this turn; objects do not get stuck on the spikes on this turn. At the end of this next turn, the spikes sink fully back into the armor and any objects stuck on the spikes drop to the floor near you.
- If the armor has no metal components, tentacles made of the armor's softer materials grapple every creature of sizes large or smaller within 5 feet of you. At the end of your next turn, the tentacles slip back into the armor and all of the creatures grappled by the tentacles are released.
- You become under the effects of the levitate spell until the start of your next turn.
- The armor turns completely into metal(if the armor has metal components), or stone(if the armor does not have metal components). You fall under the petrified condition except you have the ability to speak and perceive your surroundings. This condition lasts until the start of your next turn.
- You become under the effects of the etherealness spell until the end of your next turn. However, the damage from being shunted is reduced to 0.
- You instantly move 30 feet in a direction of your choice, only if you can see where the resulting point would be. If the line from your starting point to the end point is occupied by any creatures, they take 1d6 bludgeoning damage. If there is an object in the way of this line(such as a wall or barrel), if 10 bludgeoning damage would break the object, it breaks, if not, you stop in your place just before the wall.
- You are banished to another plane of the DM's choice until the end of your next turn, after which, you return to the plane you were on before in a space within 10 feet of your starting position(your choice). You forget anything you experienced in the plane you were transported to.
- You become under the effects of phantasmal force, which makes you believe that you are incased in an adamantine box. If any creature attempts to attack you while you are under the phantasmal force, the spell targets them instead and their attack is wasted. The spell ends at the start of your next turn.
- You are instantly buried into the ground 6 feet beneath you. If any part of your body sticks out, you are considered prone, and returning to standing requires your full movement. If no parts of your body stick out, you must spend an action to unbury yourself. If you are in a material you do not have the ability to dig out of, you are removed from the ground at the end of the turn after our next turn.
- Nothing happens
- Your AC increases by 1, and you have +1 to saving throws until the start of your next turn
- You are under the effects of the sanctuary spell. The duration is the same as the spell's duration.
- All Non-magical illness, sickness, and other effects on you immediately cease.
- Light shines off your armor brightly, you and any creature within 15 feet of you that can see you must succeed a DC 16 constitution saving throw or be blinded until the start of your next turn.
- You become under the effect of the mind blank until it is dispelled. The spell can be dispelled through normal means, but if you say any slur, swear, or a commonly said word the DM chooses, the spell is also dispelled. If the DM wants to change the chosen word, they must say they are changing the word beforehand. This is interpreted in-game as the effect randomly dispelling itself.
- A 3rd level cast of fireball is centered on you. However, you always succeed the save.
- Magic Missile is casted somewhere within 1 mile of you, and despite the range of the spell only being 120 feet, you are the target. These magic missiles move 20 feet every second. If you travel to another plane, the magic missiles travel with you. When all of the darts finally hit you, magic missile is cast with the closest creature to you as the target.
- Until the start of your next turn, you have an unlimited number of reactions, and you become incredibly paranoid and twitchy.
- Any creature that can see you becomes charmed if they aren't immune to being charmed(obviously). while charmed in this way, they move towards you, and if they are closes enough, they use the help action on you. This effect lasts until the start of your next turn.
- You become resistant to all damage until the start of your next turn. However, this effect is contagious and any creature you hit with an attack becomes resistant to all damage until the end of their turn(after the damage is calculated).
When any of these effects are triggered, the armor is no longer charged.
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: Bonus: Armor Class, Resistance: All, Grappled, Petrified, Prone, Blinded, Charmed, Combat, Warding, Str. 15 Required, Stealth Disadvantage
Previous Versions
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