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Leather Armour - Common

Cast-Off
Requires 1 slot
The wearer can doff this armour as an action, rather than the full doffing duration.  
Cleansing
Requires 1 slot
As an action, the wearer can remove any dirt, grime, liquid, or unwanted smell from their person.  
Cushioning Breeze
Requires 1 slot
Requires material or ingredient from a creature with a flying speed
If the wearer falls 20 ft. down, the armour will automatically cast the spell feather fall on the wearer.  
Extravigantly Crafted
Requires 1 slot
Crafting Cost 1 Gold Coin
The armour is adorned with riches and finery. For example, echings of precious metals, set with gemstones, or accesorised with silks. This makes the armour count as a suitible outfit for mingling with the Upper Class. These fineries are protected from damage during combat, only being irreparably damaged when the armour is completely destroyed.  
False Tracks
Requires 1 slot
The wearer can choose to leave tracks of another humanoid creature, or make their tracks more difficult to notice. This causes any creature that is tracking them by footprints to roll its Survival check at disadvantage.  
Flexible Hide
Requires 1 slot
Requires hide armour
The wearer can use their full dexerity bonus in determining their AC, rather than a maximum of +2.  
Hardened Hide
Requires 1 slot
Requires hide armour
The wearer uses the following equation for determining their AC: 14 + DEX (max +2).  
Improved Reflexes
Requires 1 slot
The wearer has a +1 bonus to Initiative rolls.  
Infernal/Celestial Inscription
Requires 1 slot
The armour is inscribed with glowing Infernal, or Celestial markings. The wearer can cast the cantrip taumaturgy at will.  
Limber Frame
Requires 1 slot
As a reaction, the wearer can gain advantage on any Acrobatics checks and Dexterity saving throws they make for 1 hour. This ability can be used once per long rest.  
Luminecent
Requires 1 slot
As an action, the wearer can light up or dim a predetermined pattern on the armour. This pattern sheds bright light for 10 ft. and dim light for another 10 ft. The wearer has disadvantage on Stealth checks against being seen while the armour is lit up.  
Mariner's Armour
Requires 1 slot
Whenever the wearer starts their turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface.  
Extradimentional Potionpouch
Requires 1 slot
A small pouch connects to an extradimensional space that allows the pouch to hold numerous vial and bottles while never weighing more than 1 pound. This increases the amount of consumables the wielder can store in their Scabbards and Pouches by 6.  
Soundproof Padding
Requires 1 slot
The armour no longer imposes disadvantage on Stealth checks by the wearer. The disadvantage is replaced with a -1 modifier to the wearer's Stealth checks based on sound.  
Striding
Requires 1 slot
The wearer can cast the spell Longstrider on themselves as a 1st-level spell once per long rest, and their speed isn't reduced if they are encumbered or wearing heavy armor.  
Supernatural Shielding
Requires 1 slot
The armour can reduce incomming damage of certain damage types. Choose one of the folowing sets during the augmenting: fire and cold, radiant and necrotic, acid and poison, lightning and thunder, force and psychic. The wearer can use their reaction to reduce a single source of the chosen damage type(s) by 3.  
Temperate
Requires 1 slot
The wearer experiences the environmental temperature as whatever temperature is most pleasant for them. This will not protect them against elemental damage, such as spells like Cone of cold, getting burned by fire, or falling in lava, but it will protect them from overheating in a dessert or suffering hypothermia after falling in ice cold water.  
Whispered Message
Requires 1 slot
The wearer can cast the cantrip message at will.

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