Home Artists Posts Import Register

Content

Armour (any medium or heavy), uncommon (requires attunement)

Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity.

This armour has 6 charges and regains 1d4 + 2 expended charges daily at dawn.

Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour.

  • Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. You must choose to use this property before the attack roll is made.
  • Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.

Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 20 feet until the end of your next turn.
__________________________________________________________

Arcanomagnetic Repulsion

2nd-level evocation

Casting Time: 1 action

Range: Self (20-foot-radius sphere)

Components: V, S

Duration: Concentration, up to 1 minute

Mechanism: Utility; Str save

Classes: Artificer, Cleric, Druid, Sorcerer, Warlock, Wizard

You emit waves of arcanomagnetic energy, distorting the trajectories of ferrous items. For the duration, attacks made with ferrous weapons or ammunition have disadvantage to hit you. In addition, the area within 20 feet of you is difficult terrain for creatures of your choice that you can see that are made of ferrous metal or are wearing ferrous armour.

Magnetic Pulse. When you cast this spell and as a bonus action on your subsequent turns, you can force one Huge or smaller creature that is experiencing this difficult terrain to make a Strength saving throw. On a failure it is knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the area of difficult terrain increases by 10 feet for each slot level above 2nd.

Download Here

Files

Comments

No comments found for this post.