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🐉🛡️♟️ Amidst the fog-covered battleground, the towering form of a warforged emerged, its form seamlessly integrated with the intricate armor it wore. The armor shimmered with a chessboard pattern, where metallic dragons weaved through the squares, their eyes glowing with an inner light. As enemy spells lashed out towards it, the armor absorbed the arcane energy, its glow intensifying with every strike. An adversary attempted to strike down an ally next to the warforged, but in the blink of an eye, they found their target replaced. The warforged, having shifted in a swift motion reminiscent of the castling move in chess, stood there, deflecting the blow with ease. The way the warforged and the armor moved as one, it was clear they were not separate entities, but a single harmonious being of strategy and strength. 🐉🛡️♟️

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Draconica's Checkplate

Armor (any medium), legendary (requires attunement)

This armor has wings and dragons woven into a chessboard pattern. When adorned, one feels the formidable might of dragons paired with the intellect of a chess virtuoso, as if every breath taken is in rhythm with a dragon's heart and a grandmaster's tactical pause.

While wearing this armor, you gain a +2 bonus to AC.

The armor can hold a maximum of 5 charges. While in combat, it gains 1 charge whenever you are targeted by a legendary action or affected by a spell, but this can occur no more than once per turn.

Castling Defense. When you have at least 1 charge and an ally within 5 feet is targeted by an attack, you can use your reaction to swap places with that ally and become the new target of the attack. If the attack misses, you regain your reaction. This consumes 1 charge.

Draconic Majesty. Holding even a single charge grants you an intimidating presence, giving you advantage on Charisma (Intimidation) checks. At 3 charges, you also gain double your proficiency bonus on Charisma (Intimidation) checks.

En Passant. If a creature within 5 feet of you makes an attack against another target and misses, you can use your reaction to make a melee attack against that creature with advantage as it exposes its vulnerability. This consumes 1 charge.

Queen of Dragons. At 5 charges, the armor channels the power of dragons. You can use an bonus action to unleash a breath weapon in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC 17) or take 1d6 damage from each of the following types: acid, cold, fire, lightning, and poison. This consumes all charges.

Dragon's Gambit. At the end of combat, the armor's residual energy from its intricate chess designs and its deep connection with the draconic realm infuses you with clarity and foresight. For 10 minutes, your Wisdom score and maximum Wisdom score increase by the number of remaining charges, consuming those charges in the processs. This ability can be activated once, resetting at dawn.

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