The Armor of the Fiendslayer is a masterwork of infernal craftsmanship, forged to enhance the abilities of Blood Hunters who dare to walk the thin line between mortality and the abyss. Fashioned from obsidian-hued metal inlaid with intricate runes of radiant silver and adorned with fiery gemstones, this half-plate armor is imbued with enchantments designed to combat fiendish and demonic entities. Despite its infernal origin, the armor radiates a palpable aura of defiance, a weaponized rejection of the forces of darkness.
Benefits of the Armor
- Enhanced AC and Dexterity Synergy:
The Armor of the Fiendslayer provides a base AC of 15 + Dexterity modifier (max 2) and does not impose disadvantage on Dexterity (Stealth) checks. The armor feels unnaturally light, allowing for swift and fluid movements. - Fiendslayer’s Resolve:
The armor grants resistance to fire and necrotic damage, common to fiends and undead. Additionally, while wearing the armor, the wearer has advantage on saving throws against being charmed or frightened by fiends. - Blood Curse Amplifier:
When a Blood Hunter uses a Blood Curse while attuned to the armor, they can amplify it without taking damage. This ability can be used once per short rest. When a Blood Curse is amplified while wearing the armor, the saving throw DC increases by +2. - Slayer’s Mark (3/Day):
As a bonus action, the wearer can mark a fiend or undead within 60 feet. For the next minute, attacks made by the wearer against the marked target deal an additional 2d10 radiant damage on a hit. If the marked creature is reduced to 0 hit points before the duration ends, the wearer regains hit points equal to half their level. - Radiant Smite:
When the wearer uses their Crimson Rite, they can imbue their weapon with radiant energy. The weapon deals an additional 1d8 radiant damage when used to attack fiends, undead, or aberrations. This radiant energy stacks with existing Crimson Rite damage. - Aura of the Fiendslayer:
Beginning at 7th level, while attuned to this armor, the wearer exudes an aura of defiance against fiendish entities in a 10-foot radius. Creatures of the wearer’s choice within the aura:- Have resistance to fire damage.
- Gain a +1 bonus to attack rolls against fiends and undead.
- Cannot be frightened by fiends.
At 18th level, the radius of this aura increases to 30 feet.
- Exorcist’s Retribution (1/Day):
As an action, the wearer can unleash the armor’s full power in a devastating strike against fiends or undead. The wearer chooses a point they can see within 30 feet. Fiends and undead in a 20-foot radius sphere centered on that point must make a Constitution saving throw (DC 18) or take 8d10 radiant damage and be stunned for 1 minute. On a successful save, creatures take half damage and are not stunned.
After using this ability, the armor’s gemstones dim until the next dawn.
History
The Armor of the Fiendslayer was forged during the Infernal Crusades, a period when the Blood Hunters’ Orders united to drive fiends from the Material Plane. Created by a coalition of infernal forgers and celestial smiths, this armor was designed to harness infernal energy and turn it against its creators. The runes etched into its plates are said to carry the blessings of celestial entities, fortifying its wearer against the temptations and powers of the Nine Hells.
The first known wielder of this armor was Theren Duskshade, a Blood Hunter who earned renown as "The Fiendbreaker" during the crusades. Theren wielded the armor to banish a pit fiend that threatened to corrupt an entire kingdom. Over time, the armor has passed through the hands of the greatest champions of the Blood Hunter Orders, appearing in times of dire need to aid those brave enough to challenge the abyss.
The armor now lies dormant, awaiting a worthy Blood Hunter to rise and don its mantle once again, ready to face the horrors of fiends and undead with defiance and unwavering resolve.
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: Set: Armor Class, Resistance: Fire, Resistance: Necrotic, Advantage: Saving Throws, Blood Hunter, Damage, Buff, Combat, Stealth Disadvantage
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