Home Artists Posts Import Register

Downloads

Content

⚡🌩️🌟To don the Stormlight Mail is to be chosen, to be anointed. Clerics and paladins who are attuned to these armors carry not just the responsibility of their own faith, but also the legacy of those who wore them before. With each clash of arms, each act of valor, the armor becomes more than metal and magic - it becomes part of our story, our covenant with the powers above.

When the skies rage and the winds howl, when the heart of the tempest beats with fury, those clad in Stormlight Mail stand steadfast. They are the bulwark against the storm, the guardians at the gate. And in their presence, even the most formidable foes falter, for they fight not just with steel, but with the very fury of the storm. ⚡🌩️🌟

-----------------------------------------------------------------------------------

Stormlight Mail

Armor (chain mail), rare (requires attunement by a cleric or paladin)

It is a finely crafted suit of chain mail with an impressive yellow lightning bolt emblazoned on a blue and white tabard. The armor itself seems to crackle with a barely contained energy.

While wearing this armor, you gain a +1 bonus to AC.

When you enter combat wearing this armor and roll initiative, consult the unmodified d20 result to determine one of the following effects, which begins on your first turn and lasts either until its specified duration concludes or combat ends, whichever comes first:

1-4: Lightning Reflexes - Your movements become incredibly swift. You gain an additional reaction that you can use only to make opportunity attacks. This effect lasts until the end of the combat.

5-8: Radiant Spikes - The armor briefly glows with a dazzling light. Your next melee attack deals an additional 1d8 radiant damage and forces the target to make a Wisdom saving throw (DC 15) or be blinded until the end of their next turn.

9-12: Thunderclap Shield - A shield of crackling energy surrounds you. You gain resistance to thunder and lightning damage and immunity to being deafened until the start of your next turn.

13-16: Bolt Dash - Sparks of electricity gather around your feet. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. Upon arrival, a burst of lightning energy erupts from you, dealing 1d4 lightning damage to all enemies within 5 feet. This movement does not provoke opportunity attacks.

17-20: Radiant Storm - The armor radiates a brilliant, radiant light, creating a mini-storm of energy. Each creature of your choice within a 20-foot radius centered on you must succeed on a Dexterity saving throw (DC 15) or take 2d6 radiant damage and be stunned until the end of their next turn. This storm illuminates the area brightly, potentially blinding creatures not accustomed to such intense light.

Files

Comments

No comments found for this post.