Wrought from blackened metal, this plate armor glows with dim red light as if recently pulled from the flames of a forge. While wearing this armor, you have a +1 bonus to your AC and emit dim red light in a 5-foot radius. In addition, you gain the following benefit:
Rising Heat. Whenever you take damage from an attack or spell, you gain 1 stack of Heat, as the fiery magic within the armor begins to grow. If the damage taken is fire damage, you instead gain 2 stacks of Heat. You can accumulate up to 9 stacks of Heat safely. Should you gain 10 stacks, the plate overheats, causing the fiery magic within to erupt. When this happens, each creature within 20 feet of you must make a DC 17 Dexterity saving throw. You automatically fail this saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, a creature takes half damage. All accumulated stacks of Heat disappear after 1 minute, or if you suffer cold damage.
Explosive Vents. When you make a weapon or spell attack, you can use your bonus action to vent your current accumulated stacks of Heat. On a hit, the attack deals an extra 1d6 fire damage per stack of Heat you vent.
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, Damage, Combat, Warding, Str. 15 Required, Stealth Disadvantage
Comments