Armor (half plate), legendary (requires attunement by a you must be able to cast a spell that deals cold damage and be resistant to cold damage. the armor attunes after the requirements are met and it is worn by a creature for at least an hour)

Appearance-Inspecting the armor someone can clearly see that it is meant for a larger than average person of great importance. the armor itself is cold steal plate inlaid with wolf fur and blue and white dyed leather; the armor has emblems to symbolify the spirit of the north a bear on an aurora. On attunement the armor emits rhyme on its surface and on the inside of the armor forming a blue ice sheen on the outside and freezing the armor to the wearer on the inside

permanent effects- The armor gives it wearer resistance to fire damage, a +3 AC, and cannot be removed unless through a lvl5 dispel magic witch untunes the armor from its wearer. Whenever a creature other than the wearer makes contact with the armor (I.E. grappled, touch spells, natural attacks) for any reason takes 1d6 cold damage a creature can only be damaged in this way once per turn.  A creature that occupies the same space as the wearer has its speed halved and disadvantage on attack rolls and STR/DEX/CON saving throws.

Magical effects/charges- The armor when found has 1d8+2 charges and can have a maximum of 10 charges at any given time. the armor has a number of magical effects that require the wearer to spend charges to activate. The armor regains 1d8+2 charges at dawn.

Ice infused attack- as a bonus action the armor freezes a melee weapon and covers it in sharp ice the next time the wearer makes a melee attack with that weapon it deals extra damage equal to 2d6 per charge spent during the casting.

Infections Cold Steal- as a reaction when the wearer would be hit by a melee attack, they may spend a charge to change the damage type of the weapon to cold damage for 1 minute.

Compressed Ice- as an action the wearer spends 2 charges for the next hour the wearers resistances to cold and fire damage become immunities.

Aroura- as an action the wearer may spend 3 charges to have all creatures within 60ft of the wearer become under the effect of the sanctuary spell with a DC of 16, additionally the space fills with a dim light this light counts as sunlight for the purposes of sunlight sensitivity and the darkness spell.

Black Ice- assuming the wearer is standing on a mostly flat surface as a bonus action they can spend 2 charges cover a 30ft radius centered on them in slippery ice this ice counts as difficult terrain and any creature that walks 10ft or more on the ice needs to make a dex save DC15 or fall prone until their next turn. this ice last for a minute and dispels if it would take fire damage.

Winter Mist- the wearer can spend 2 charges to emit a 10ft radius of freezing air for up to a minute, this air deals 1d10+5 cold damage to a creature that enters it or starts its turn there; this damage can only be dealt to a creature once per turn.

Borealis Rebuke- when the wearer takes damage from a creature it can see it may spend 3 charges as a reaction to have the creature make a DC 18Con save the creature takes 3d10 cold damage and has its speed reduced to 0 on a failure and on a success the creature takes half as much damage and its speed is halved. this reduction lasts until the wearer's next turn.

Protection of the winter frost- as an action the wearer may spend 4 charges to cast Armor of Agathys at 3rd lvl on up to 4 creatures in touch range.

Aspect of the winter spirit- the wearer may spend 4 charges as a bonus action to wildshape into a dire bear when wildshaping in this way the bear appears in a form constructed out of steal and ice making its attacks deal 1d6 additional cold damage as well as making the bear immune to cold damage and resistant to Fire, Bludgeoning, Piercing, and Slashing from non-magical weapons.

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: you must be able to cast a spell that deals cold damage and be resistant to cold damage. the armor attunes after the requirements are met and it is worn by a creature for at least an hour, Damage, Control, Combat, Shapechanging, Cursed, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
1/20/2025 2:22:05 AM
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Item Tags: Damage Control Combat Shapechanging Cursed

phanatasmagoria_knight

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