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Metal Armour - Uncommon

Adamantine Reinforcement
Requires 1 slots
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. Any critical hit against the wearer becomes a normal hit.  
Engraving of Cautious Healing
Requires 2 slots
The wearer can use a free action to disengage whenever they restore hit points to another creature.  
Engraving of Everlasting Breath
Requires 1 slot
The wearer no longer needs to breath and cannot suffocate.  
Engraving of Jumping
Requires 1 slot
The wearer's jump distance is trippled. This affects their long jump distance, and the height of their jumps.  
Engraving of Liberation
Requires 1 slot
The wearer has advantage on any skill check to escape from non-magical restraints.  
Engraving of Radiance
Requires 2 slots
The armour sheds bright light for 30 ft. and dim light for another 30 ft. Every time the wearer deals radiant damage, the armour creates a bright shockwave that deals 1d6 radiant damage to all adjacent enemies.  
Engraving of the Sentinel
Requires 2 slots
The wearer has advantage on initiative rolls and Perception checks.  
Engraving of Supernatural Resistance
Requires 2 slots
The wearer gains resistance to one damage type. This damage type is choosen at the moment of creation, and can be one of the folowing: acid, cold, fire, force, lightning, necrotic, poison, psycic, radiant, or thunder.  
Engraving of Warmth
Requires 2 slots
The wearer has resistance to cold damage.   In addition, they can tolerate cold environmental temperatures, preventing them from sufferning negative effects of hypothermia.  
Engraving of Water Walking
Requires 1 slots
The wearer can stand on and move across any liquid surface as if it were solid ground. This does not protect the wearer from any harmful effcts of standing on the liquid surface, such as dissovling in acid, or getting burned by molten metal.  
Flexible Segments
Requires 1 slots
Requires scale mail, or breasplate
The wearer can apply their full Dexterity modifier (instead of a maximum of +2) when determining their Armor Class. In addition, this armour set does not impose disadvantage on Stealth checks.  
Gauntlets of Heroism
Requires 2 slot
Requires attunement by Divine practitioner
The wielder gains the effect of the Heroism spell at 1st-level when they use their Chanel Divinity.  
Gauntlets of Ogre Power
Requires 2 slots
The wearer has a Strength score of 19. This augmentation has no effect if the wearer's Strength score is already 19 or higher.  
Gauntlets of Succour
Requires 2 slot
Requires attunement by a paladin
Any creature that recieves Lay on Hands from the wearer gains resistance against bludgeoning, piercing, and slashing damage until the end of the wielder's next turn.  
Guardian Emblem
Requires 1 slots
Requires attunement by a Divine spellcaster
This emblem is the symbol of a deity or a spiritual tradition, and is attached to the armour.   The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to cause the critical hit to count as a normal hit instead.   The emblem regains all expended charges once the wearer finishes a long rest.  
Helm of Autonomy
Requires 2 slots
The wearer has proficiency in Wisdom saving throws.  
Helm of Comprehend Languages
Requires 1 slot
The helm has 6 charges. The wearer can use an action and spend 1 charge to cast the Comprehend Languages spell without spending a spell slot. The helm regains all expended charges once the wearer finishes a long rest.  
Helm of Telepathy
Requires 2 slots
The wearer can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as they maintain concentration on the spell, they can use a bonus action to send a telepathic message to a creature they are focused on. It can reply — using a bonus action to do so — while the wearer's focus on it continues.   While focusing on a creature with Detect Thoughts, the wearer can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the Suggestion property can't be used again until the wearer finishes a Long Rest.  
Helm of Underwater Action
Requires 1 slots
Requires material or ingredient from a creature with an innate swimming speed
The wearer can breathe underwater, they gain dark vision with a range of 60 feet, and they gain a swimming speed of 30 feet.  
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.  
Impact Absorbtion
Requires 2 slots
Requires heavy armour
The wearer can use their reaction to reduce an incomming source of bludgeoning damage by 3 (reduction before resistance).   The wearer has resistance against any falling damage, as long as they are not incapacitated.   If the wearer has to make a saving throw against taking half bludeoning damage, the wearer takes no damage on a succes and half damage on a fail.  
Reinforced Chain
Requires 2 slots
The wearer can use their reaction to reduce an incomming source of slashing damage by 3 (reduction before resistance).   If the wearer has to make a saving throw agains taking half slashing damage, the wearer takes no damage on a succes and half damage on a fail.

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