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Blue Vellen Armor

Armor (medium or heavy, but not hide), very rare (requires attunement by a creature with a Constitution of 17 or higher)
  This brilliant deep blue armor is constructed of metal plates with a blue hue. While you have more than half your Hit Dice remaining, you can spend 2 of them as a bonus action to gain a +2 bonus to AC until the start of your next turn.
  This armor has 7 charges for the following properties. It regains 1d4 + 3 expended charges daily at dawn.
  Blue Rush -If you move at least 10 feet straight toward a target while wearing this armor, you can use a bonus action to expend up to 5 of its charges to move up to 10 more feet toward the target. If you hit the target with a melee weapon attack on the same turn, it must also succeed on a DC 15 Strength saving throw or be knocked prone. For each charge you spend in this way beyond the first, you can move an additional 5 feet toward the target, and on a hit, the save DC is increased by 1.
  Thunder Punch -When you hit a Large or smaller target with a melee weapon attack while wearing this armor, you can choose to expend up to 5 of its charges to push the creature 10 feet away from you. For each charge you spend in this way beyond the first, the target is pushed an additional 5 feet away from you. If the pushed target is stopped by a solid surface, the target takes an extra 1d6 bludgeoning damage for every 5 feet of movement it had left to move before it was stopped. If the target is pushed into another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage.
 Taunt- Expend 2 charges to draw a creature's Ire and force it to attack you on it's next turn. The creature gets to roll a DC 15 Wisdom saving throw to avoid.

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