Armor (breastplate), artifact (requires attunement by a creature of any Good alignment)

This breastplate, bestowed by Ari, god of nurture and 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 7 charges, and regains 1d6+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), without requiring material components. For each charge you expend from this armor with any of its features, you can also grant a creature of your choice within 30 feet of you 5 temporary hit points .

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 either the absorb elements spell or warding bond spell, without requiring material components.
  • Whenever an ally you can see falls to 0 hit points, you become empowered to aid them until the end of your next turn. For that time, your walking speed increases by 15 feet, opportunity attacks against you have disadvantage, and whenever you roll to restore hit points to an unconscious creature, you restore the maximum amount.

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.
  • You can spend 3 charges from the armor to cast the plant growth spell (8-hour version only) without requiring material components.
  • You can spend 4 charges from the armor as a bonus action to summon an intangible aspect of the deity of nurture. The aspect appears in a 15-foot cube originating from a point you can see within 30 feet of you. Whenever a creature starts its turn within the cube, you can cause that creature to regain 15 hit points. The aspect remains for 1 minute, or until it has restored 75 hit points. You can use a bonus action on subsequent turns to move the aspect's point of origin up to 30 feet to another point you can see.

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, creature of any Good alignment, Healing, Control, Movement, Combat, Warding

Previous Versions

Name Date Modified Views Adds Version Actions
8/6/2024 3:12:59 PM
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8/6/2024 3:25:02 PM
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11/15/2024 6:11:16 AM
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11/15/2024 5:36:19 PM
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Item Tags: Healing Control Movement Combat Warding

MilestoGo_24

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