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Armour (any medium or heavy), rare (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 12 charges and regains 1d8 + 4 expended charges daily at dawn.
While you wear this armour, you have resistance to cold damage

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 40-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 40 feet until the end of your next turn.

Swordstorm. As an action, you can cast the blade barrier spell (save DC 16), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.

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