Ophidian Soul
The Pact Armor of Rex Cane
Requires Attunement. This armor may not be de-attuned as long as the pact is active. While attuned to this armor, the bearer gains +1AC in addition to it counting as leather armor.
Psionic Reservoir This armor has a daily replenishing reserve of psionic essence granted to it by the nature of its patron. The Armor has 12 Psionic charges. At the start of each day, this armor regains 1d6+1 charges (to a maximum 12). These charges may be spent to cast the following psionic manifestations:
Psionic Attunement
Each time the wearer finishes a rest, they may spend 1 minute attuning the psionic crystal in their armor to the various ley lines in order make the armor behave in a specific way. They may choose one of the following attunements. Only one attunement may be active at one time, and the ends as soon as a rest is finished or a new attunement is chosen.
Psionic Reservoir This armor has a daily replenishing reserve of psionic essence granted to it by the nature of its patron. The Armor has 12 Psionic charges. At the start of each day, this armor regains 1d6+1 charges (to a maximum 12). These charges may be spent to cast the following psionic manifestations:
- Elsewhere: Pick a target within 30 feet. The target must succeed on an Intelligence saving throw or be teleported 5 feet per 2 charges spent. The destination must be within sight of the bearer and not currently occupied. Casting Time: 1 Action Duration: Instantaneous
- Mind Sliver: Pick a target within 60 feet. Make an attack roll for each charge spent (limit 4) using your spell casting ability modifier. For each attack that hits, the target takes 1d6 of psychic damage. Any target that takes damage from this manifestation must subtract 1d4 from its next saving throw. Casting Time: 1 Action Duration Instantaneous
Psionic Attunement
Each time the wearer finishes a rest, they may spend 1 minute attuning the psionic crystal in their armor to the various ley lines in order make the armor behave in a specific way. They may choose one of the following attunements. Only one attunement may be active at one time, and the ends as soon as a rest is finished or a new attunement is chosen.
- Attunement of Grace
You gain a Fly (Hover) speed of 20ft. Each time you are hit with an attack, you may give a character of your choice within 20ft temporary hitpoints equal to 1d10 + your charisma modifier.
- Attunement of Anger
You gain an additional way to use your Cunning Action: carefully aiming your next attack to do maximum damage. As a bonus action, you may add 1d8 psychic damage to your next damage roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.