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Leather Armour - Uncommon

Covert Cowl
Requires 2 slots
While attacking from, invisibility or obscurity, the wearer reduces their critical hit threshold by 1.  
Extradimentional Quiver
Requires 1 slot
Each of the quiver's compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. This increases the amount of equipment the wielder can store in their Scabbards and Pouches. Their capacity increases by 5 weapons, 8 light weapons, 8 pieces of gear, and 6 bundles of ammunition.  
Glammerweave
Requires 1 slot
Glamerweave is clothing imbued with harmless illusory magic. The wearer can use a free action to create a moving illusory pattern within the cloth. This pattern can rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.   The wearer add a 1d4 to their Performance checks.  
Gloves of Archery
Requires 2 slots
The wearer has proficiency with shortbows and longbows. In addition, your ranged weapon attacks deal an additional 2 damage.  
Gloves of Missle Snaring
Requires 2 slots
When a ranged weapon attack hits the wearer, they can use their reaction to reduce the damage by 1d10 + their Dexterity modifier, provided that they have a free hand. If the wearer reduces the damage to 0, they can catch the missile if it is small enough for them to hold in that hand.  
Gloves of Swimming and Climbing
Requires 2 slots
Requires material or ingredient from a creature with an innate swimming, or climbing speed
The wearer has a swimming and climbing speed equal to their walking speed, and they gain a +5 bonus to Strength (Athletics) checks made to climb or swim.  
Gloves of Thievery
Requires 1 slot
The wearer gains a +5 bonus to Sleight of Hand checks and checks made to pick locks.  
Hermetically Sealed
Requires 1 slot
Requires the armour to fully encase the wearer
As a Reaction, the wearer can hermetically seal the armour, preventing any gasses, liquids, or solids from entering the armour or leaking out of it. The pressure inside the armour remains at 1 atm while it is sealed. The wearer can breath for 1 hour in this state, after which they must unseal the armour to prevent suffocating. Any punctures in the armour are immediately sealed, although a large enough opening, such the removal of a limb, will render this function unusable.  
Hood of Disguise
Requires 2 slots
The wearer can use an action to pull the hood up and cast the Disguise Self spell from it without expending a spellslot.  
Hood of ElvenKind
Requires 2 slots
While wearing the hood up, Perception checks made to see the wearer have disadvantage, and they have advantage on Dexterity (Stealth) checks made to hide from other's sight, as the cloak's color shifts to camouflage them. Pulling the hood up or down requires an action.  
Hood of the Manta Ray
Requires 1 slot
While wearing the hood up, the wearer can breathe underwater, and they have a swimming speed of 60 feet. Pulling the hood up or down requires an action.  
Nature's Mantle
Requires 2 slots
Requires attunement by a Primal spellcaster
This mantle shifts color and texture to blend with the terrain surrounding you. The wearer can use their armour as a spellcasting focus for their Primal spells.   While the wearer is in an area that is at least lightly obscured, they can Hide as a bonus action.  
Order of Nature
Requires 2 slots
Any creatures with the beast, monstrosity or undead creature type that hit the wearer take 3 radiant damage.  
Pattern of Balance
Requires 1 slot
The wearer has a +1 bonus to Dexerity saving throws and skill checks.  
Pattern of Everlasting Breath
Requires 1 slots
The wearer no longer needs to breath and cannot suffocate.  
Pattern of Protection
Requires 2 slots
The wearers gains a +1 bonus to AC and saving throws.  
Pattern of Wings
Requires 2 slots
Requires material or ingredient from a creature with an innate flying speed
The wearer has a flying speed equal to their walking speed. They can use the pattern to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 hour from the duration. If the wearer is flying when the duration expires, they descend at a rate of 30 feet per round until they land.   The armour regains up to 4 hours of flying time after the wearer finishes a long rest.  
Saddle of the Cavalier
Requires 1 slot
While on a mount, the wearer can't be dismounted against their will if they are conscious, and attack rolls against the mount have disadvantage.  
Soles of Elvenkind
Requires 1 slot
The wearer's steps make no sound, regardless of the surface they are moving across. They also have advantage on Dexterity (Stealth) checks that rely on moving silently.  
Soles of Spider Climbing
Requires 1 slot
The wearer can move up, down, and across vertical surfaces and upside down along ceilings, while leaving their hands free. They have a climbing speed equal to their walking speed. However, the soles don't allow you to move this way on a slippery surface, such as one covered by ice or oil.  
Winterlands Armour
Requires 1 slots
Requires material to include some kind of fur
This furred armour set is snug and feel quite warm. The wearer gains the following benefits:
  • They have resistance to cold damage.
  • They ignore difficult terrain created by ice or snow.
  • They can tolerate cold environmental temperatures, preventing them from sufferning negative effects from hypothermia.

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