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🔥🛡️🌋 Where volcanic fires rage endlessly, there lies a cavern where the air shimmers with heat. Here, amidst rivers of lava and mountains of smoldering ash, the Archfire Cuirass was crafted. Its creation, a collaboration of the land's fiercest fire elementals and a mortal smith whose name has been lost to the mists of time, stands as a pinnacle of their united mastery over flame.

The smith, working with metals bathed in the heart of eruptions and cooled in the essence of elemental fire, shaped the cuirass to be both shield and weapon. It's said that as the armor took form, the flames themselves seemed eager to cling to it, imbuing it with a life of its own. 🔥🛡️🌋

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Archfire Cuirass

Armor (plate), legendary (requires attunement)

This plate armor glows with a light akin to that of a faintly burning ember. Crafted with the essence of a celestial conflagration, it grants its wearer formidable protection and the ability to unleash devastating fire upon their adversaries.

While wearing and attuned to the cuirass, as an action, you can activate it to summon three embers of archfire that surround you. Each ember provides a +1 bonus to Armor Class and grants you resistance to fire damage. As an action, you can hurl an ember at a creature or object within 120 feet of you. Make a ranged attack roll using your Dexterity modifier plus your proficiency bonus. On a hit, an ember deals 3d10 fire damage. Creatures with resistance to fire damage take normal damage from an ember, while those without resistance or immunity to fire are treated as vulnerable to the attack, taking double damage. The embers remain for 4 hours or until you've hurled them all, and the bonuses to Armor Class and resistance to fire damage end when you've expended all the embers. You regain the ability to activate it at dawn.

Molten Wings. As an action, you can cause wings of molten fire to sprout from the back of the armor. Upon doing so, you gain a flying speed of 60 feet for 1 minute. The wings trail flames behind you, and any creature that enters the area or ends its turn in the flames takes 1d10 fire damage. You regain the ability to activate this at dawn.

Additionally, at the end of each of your turns while it is active, you can roll a d6. On a roll of 6, you can create a fiery fissure at a point you choose on the trail of flames. Flames burst forth in a 5-foot-wide, 30-foot-long line from the fissure. Each creature in the line must succeed on a DC 17 Dexterity saving throw or take 3d10 fire damage and be knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.

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