ANVIL - upgrades

THESE UPGRADES ARE TO YOUR WEAPONS OR ARMOR


UPGRADES COST ARE BASED ON THE POWER

SINGLE ELEMENT UPGRADES

1 PYREXIUM - MINOR UPGRADE

2 PYREXIUM - MINOR UPGRADE PLUS

4 PYREXIUM - MEDIUM UPGRADE

10 PYREXIUM - STRONG UPGRADE

MULTIELEMENT UPGRADES

2 PYREXIUM - MINOR UPGRADE

4 PYREXIUM - MINOR UPGRADE PLUS

8 PYREXIUM - MEDIUM UPGRADE

20 PYREXIUM - STRONG UPGRADE

SPECIAL ELEMENT UPGRADES

3 PYREXIUM - MINOR UPGRADE

6 PYREXIUM - MINOR UPGRADE PLUS

10 PYREXIUM - MEDIUM UPGRADE

30 PYREXIUM - STRONG UPGRADE

Elements

  1. Fire – Traditional elemental flame; destructive and consuming.
  2. Water – Flowing, shaping, and healing; can also be crushing and cold.
  3. Earth – Stone, soil, and minerals; represents durability and force.
  4. Air – Wind, storms, and the unseen; tied to speed and freedom.
  5. Lightning – Raw, sudden energy; fast and chaotic.
  6. Ice – Frozen stillness; slows, preserves, and impales.
  7. Poison – Corruption and rot; spreads and weakens over time.
  8. Acid – Dissolves barriers; burns through armor and flesh alike.
  9. Light – Radiance, revelation, and purification.
  10. Darkness – Obscurity, fear, and shadowy influence.
  11. Sound – Vibration, echo, and sonic force.
  12. Gravity – Pressure, weight, and pull; warps motion and control.
  13. Void – Emptiness and erasure; anti-energy that consumes.
  14. Memory – Thought, recall, and psychic resonance.
  15. Time – Delay, acceleration, and temporal control.
  16. Blood – Life essence; tied to vitality, sacrifice, and bonding.
  17. Metal – Hardened constructs; blades, armor, and control of alloys.
  18. Crystal – Growth and reflection; channels or distorts magic.
  19. Smoke – Obscuring, choking, and evasive; ephemeral disruption.
  20. Storm – Fusion of wind, rain, and lightning in volatile fury.
  21. Aether – The purest form of arcane energy; binds the planes together.
  22. Ley – Raw leyline energy; volatile, unstable, but deeply empowering.
  23. Rot – Decay given purpose; consumes both matter and memory.
  24. Glass – Fragile yet sharp; reflective, refractive, and unnatural.
  25. Ash – The remnant of consumed matter; smothers and hides.
  26. Oil – Slick and unnatural; ignites, chokes, and fuels darker machines.
  27. Bone – Echo of life’s structure; defensive and necromantic in theme.
  28. Emotion – Magic fueled by intense feeling; unstable and powerful.
  29. Ink – Symbolic force; controls knowledge, runes, or illusions.
  30. Steam – Pressure and heat in tandem; obscures and erupts.
  31. Mirage – Bends perception and light; creates false images and truths.
  32. Frostfire – Dual-element of fire and ice; burns and freezes simultaneously.
  33. Dust – Age and erosion embodied; withers both object and spirit.
  34. Plasma – Superheated matter; lightning and flame entwined.
  35. Salt – Purifying and preserving; strong against corruption and spirits.
  36. Magnetism – Attraction and repulsion; pulls metal and disrupts energy.
  37. Thought – Mental force; enables psionic control or psychic assault.
  38. Echo – Residual spiritual energy; bound to place, sound, or memory.
  39. Chain – Symbol of control, bond, and suppression; binds magic or movement.
  40. Emberglass – Rare fiery-glass hybrid element; both heat and cutting force.
  41. Sanctum – Sacred space solidified into force; wards and shelters.
  42. Radiance – Blinding divine light; burns the unholy.
  43. Grace – Invisible flow of divine will; guides actions and restores.
  44. Judgment – Absolute divine force that punishes based on truth or law.
  45. Mercy – Healing and forgiveness embodied; nullifies lingering harm.
  46. Faith – Spiritual resilience; strengthens allies through conviction.
  47. Chorus – Harmonic divine sound; cleanses, compels, and blesses.
  48. Divine Fire – Holy flame that cleanses corruption; cannot be extinguished by natural means.
  49. Blessing – Instilled fortune and divine favor; shields or strengthens.
  50. Anima – Sacred life-energy; ties spirit to flesh and soul.
  51. Heavenstone – Solidified divine will; an anchor for holy magic.
  52. Dawn – Power of rising light and rebirth; dispels darkness and illusions.
  53. Command – Divine authority; influences behavior and compels obedience.
  54. Sacrifice – Energy born of willing loss; amplifies protective and healing effects.
  55. Requiem – Divine silence for the dead; anchors souls, banishes undeath.
  56. Penance – Element of divine retribution; burns the guilty from within.
  57. Seraphic Wind – Ethereal breeze from upper planes; lifts, shields, and heals.
  58. Halo – Crown of divine force; protects and marks the chosen.
  59. Ascendance – Element of transcendence; allows temporary escape from mortal limits.
  60. Oath – Binding divine contract; empowers or curses based on truth upheld.
  61. Glamour – Enchantment and beauty so intense it distorts perception.
  62. Thorn – Nature’s hidden bite; defensive, piercing, and entangling.
  63. Whimsy – Randomness made manifest; unpredictable magical effects.
  64. Verdance – Pure, overgrown vitality; rapid plant growth and natural armor.
  65. Trickling Time – Warped perception of moments; slows or speeds time whimsically.
  66. Charmroot – Deep fey compulsion; affects will and mood.
  67. Lilt – Faye sound-based force; manipulates emotion and flow of battle.
  68. Hollowbark – Fey wood essence; conceals, shields, and masks presence.
  69. Twilight – Neither day nor night; enhances stealth, charm, and illusion.
  70. Pixendust – Illusory motes that confuse senses or mimic magical effects.
  71. Feyglass – Reflective shimmer that disorients or deflects magical vision.
  72. Spindlethread – Element of fey weaving; binds, guides, or links distant things.
  73. Moonshade – Dappled silver-dark energy; empowers illusion and phase magic.
  74. Bloomrot – Faye paradox of life and decay; heals allies while wilting foes.
  75. Winkstep – Teleportation through small cracks, leaves, or reflections.
  76. Wanderlust – Compulsion to move or shift path; disrupts formations or navigation.
  77. Whistlebark – Audible plant-magic; sends signals or disturbs enemy focus.
  78. Glimmerkin – Manifested sparks of fey will; animate objects or trick shadows.
  79. Lanternmoss – Soft glowing flora; wards against fear and guides the lost.
  80. Reverie – Dream-wrought haze; traps targets in a temporary vision or trance.
  81. Scorchfrost – A fusion of fire and ice; burns while freezing, bypasses standard resistances.
  82. Stormglass – Lightning bound within crystal; explodes on impact and refracts energy.
  83. Ashvine – Fire and plant life entwined; creates flaming roots or burning blossoms.
  84. Voidflame – Fire from the void; cold, black, and consuming both flesh and spirit.
  85. Miststeel – Air and metal combined; sharp vapor that cuts and corrodes.
  86. Tideflame – Water and fire mixture; creates boiling waves or scalding steam.
  87. Dustshard – Earth and wind; hardened fragments carried in razor gales.
  88. Gloomlight – Light and darkness coexisting; reveals and conceals in the same instant.
  89. Thunderfrost – Sound and ice; creates concussive ice bursts that freeze on impact.
  90. Rotiron – Decay-infused metal; armor or weapons that weaken over time but spread rot.
  91. Bloodspark – Blood and lightning fused; chaotic, pulsing energy that feeds off pain.
  92. Flameglass – Fire refined into molten transparency; cuts and cauterizes instantly.
  93. Oilstorm – Oil and wind; creates toxic clouds that ignite with a spark.
  94. Echofire – Sound and flame; roaring blasts that disorient and burn.
  95. Stonevine – Earth and plant merged; creates explosive, coiling terrain.
  96. Quakefrost – Ice and earth; freezes ground then shatters it violently.
  97. Leyshard – Raw ley energy trapped in crystal form; unstable and overcharges magic.
  98. Hollowsteam – Smoke and water; choking vapor that saps strength and vision.
  99. Glassrot – Crystal and decay; brittle but spreads a blight on contact.
  100. Windreach – Wind and gravity; pulls enemies off balance or sends them soaring.

Armor Upgrades

  1. Spineweave Layering
    Effect: Grants resistance to piercing damage. Spikes subtly protrude when struck in melee, dealing 1d4 damage to attackers.
    Cost: 3 Pyrexium
  2. Ashborn Plating
    Effect: Once per day, when reduced below half HP, emit a cloud of ash that blinds enemies within 10 ft. for 1 round.
    Cost: 4 Pyrexium
  3. Runebound Casing
    Effect: Allows the armor to hold 1 ley-rune, even if not normally rune-compatible.
    Cost: 6 Pyrexium
  4. Breathcatch Veil
    Effect: Grants immunity to gas, poison clouds, and suffocation effects for 10 minutes once per day.
    Cost: 2 Pyrexium
  5. Mirrorleaf Sheen
    Effect: Reflects the first targeted spell cast at you each day. Visual shimmer reveals this defense when charged.
    Cost: 5 Pyrexium
  6. Soulthread Anchoring
    Effect: Cannot be forcibly teleported, banished, or plane-shifted while wearing this armor.
    Cost: 4 Pyrexium
  7. Steelroot Underguard
    Effect: You cannot be knocked prone, pushed, or grappled while standing on solid ground.
    Cost: 3 Pyrexium
  8. Quakeplate Enforcements
    Effect: When you fall 10 ft. or more, enemies within 5 ft. of where you land take 2d6 force damage.
    Cost: 2 Pyrexium
  9. Twilight Hooding
    Effect: While in dim light or darkness, gain +2 AC and advantage on Stealth checks.
    Cost: 4 Pyrexium
  10. Ley-Hardened Core
    Effect: Gain +1 to AC and resistance to magic-based damage while inside a ley fracture.
    Cost: 5 Pyrexium
  11. Galeflow Weaving
    Effect: Increases your movement speed by 10 ft. and allows movement across non-solid surfaces (mud, shallow water, leaves) as normal terrain.
    Cost: 3 Pyrexium
  12. Phase-Step Lining
    Effect: Once per short rest, teleport up to 15 ft. as a bonus action. Cannot pass through walls.
    Cost: 4 Pyrexium
  13. Wallstride Grips
    Effect: Gain a climb speed equal to walking speed and the ability to move across vertical surfaces
    Cost: 3 Pyrexium
  14. Tumbleguard Anklets
    Effect: Gain advantage on checks to avoid being knocked prone, and falling damage is halved.
    Cost: 2 Pyrexium
  15. Mistbound Veil
    Effect: Once per long rest, you may disengage as a free action and turn transparent for 1 round (enemies have disadvantage to hit).
    Cost: 5 Pyrexium
  16. Ghosttread Padding
    Effect: You make no sound when moving, and ignore pressure-based traps or terrain effects that activate on step.
    Cost: 4 Pyrexium
  17. Flickerplate Overlay
    Effect: Once per short rest, immediately move 5 ft. in any direction when you are targeted by an attack. Movement happens before attack lands.
    Cost: 5 Pyrexium
  18. Windcut Mantle
    Effect: Gain the ability to Dash as a bonus action once per short rest, and your movement is unaffected by difficult terrain during that dash.
    Cost: 1 Pyrexium
  19. Snapstep Calipers
    Effect: Gain +2 to initiative rolls and cannot be surprised while wearing this armor.
    Cost: 2 Pyrexium
  20. Skyhook Tether Lines
    Effect: Allows a 30 ft. grapple/launch once per short rest, pulling you to a visible surface or anchor point.
    Cost: 4 Pyrexium
  21. Spiteplate Core
    Effect: When you are hit by a melee attack, the attacker takes 1d6 force damage. Triggers once per turn.
    Cost: 4 Pyrexium
  22. Spelllash Conduit
    Effect: The first time you're targeted by a spell each day, the caster must make a Constitution save or be silenced for 1 round.
    Cost: 4 Pyrexium
  23. Frostspike Veins
    Effect: When you take cold damage, you emit frozen shards in a 5 ft. radius. Enemies take 2d4 cold damage.
    Cost: 3 Pyrexium
  24. Burnback Mesh
    Effect: When burned or set on fire, your armor radiates heat. Melee attackers take 1d6 fire damage for 1 minute.
    Cost: 2 Pyrexium
  25. Hexmirror Lattice
    Effect: Once per long rest, when afflicted by a curse or debuff, you may redirect the same effect to the caster.
    Cost: 8 Pyrexium
  26. Graveplate Pulse
    Effect: If reduced below 25% HP, unleash a necrotic burst (10 ft. radius, 3d6 necrotic, Dex save).
    Cost: 4 Pyrexium
  27. Sparkshock Sheath
    Effect: When struck with lightning or force damage, you may discharge the same energy as a ranged bolt (30 ft., 2d8). Usable once per short rest.
    Cost: 5 Pyrexium
  28. Blinkcoil Frame
    Effect: Once per day, when hit by an attack, you may instantly teleport 10 feet away as a reaction, negating the damage.
    Cost: 6 Pyrexium
  29. Painbind Straps
    Effect: When taking damage from a critical hit, the attacker suffers disadvantage on their next attack roll.
    Cost: 3 Pyrexium
  30. Runebreak Lacing
    Effect: Once per short rest, when hit by a spell, you may shatter part of the spell’s runic structure, ending its duration early if concentration is required.
    Cost: 5 Pyrexium
  31. Stillheart Inlay
    Effect: You are immune to magical fear effects.
    Cost: 2 Pyrexium
  32. Mindlace Threading
    Effect: Grants advantage on saving throws against charm and confusion effects.
    Cost: 3 Pyrexium
  33. Pulsebind Lattice
    Effect: You cannot be paralyzed or stunned while your HP is above 50%.
    Cost: 4 Pyrexium
  34. Veilmelt Coating
    Effect: When blinded or deafened, the condition is automatically removed at the start of your next turn.
    Cost: 3 Pyrexium
  35. Ironwill Core
    Effect: Once per long rest, you may automatically succeed on a Wisdom saving throw to resist a mental effect.
    Cost: 5 Pyrexium
  36. Gravetether Anchor
    Effect: You are immune to effects that would put you to sleep or render you unconscious via magic.
    Cost: 4 Pyrexium
  37. Unfettered Joints
    Effect: Prevents all magical or nonmagical effects that would restrain or entangle your movement.
    Cost: 5 Pyrexium
  38. Hexskin Binding
    Effect: Gain resistance to curse effects that alter your form, thoughts, or ability scores.
    Cost: 3 Pyrexium
  39. Lucidglow Circuit
    Effect: While stunned or dazed, gain a +2 bonus to AC and saves until the condition ends.
    Cost: 2 Pyrexium
  40. Soulflare Warding
    Effect: If you are targeted by possession, domination, or soul magic, the caster must succeed on a Charisma save or fail outright.
    Cost: 5 Pyrexium
  41. Pulsewoven Banding
    Effect: You regain +2 extra HP whenever healed by a spell or potion.
    Cost: 2 Pyrexium
  42. Wellspring Channels
    Effect: Once per long rest, automatically heal 10 HP when reduced below half health.
    Cost: 3 Pyrexium
  43. Regenlace Underskin
    Effect: Regain 1 HP at the start of each turn while below 50% HP. Effect ends if you reach full HP or are unconscious.
    Cost: 4 Pyrexium
  44. Animaforge Lattice
    Effect: All healing you receive from magical effects is increased by 25%.
    Cost: 5 Pyrexium
  45. Leydrip Sinks
    Effect: While standing inside a ley fracture, you heal 1d4 HP at the start of each round.
    Cost: 5 Pyrexium
  46. Secondflare Inscript
    Effect: Once per long rest, you may heal 3d8 HP as a bonus action. Requires line of sight to the sky or an open flame.
    Cost: 4 Pyrexium
  47. Bloodbrace Padding
    Effect: When you kill a creature, you regain HP equal to half your level (minimum 1).
    Cost: 3 Pyrexium
  48. Sanctumwire Layering
    Effect: You gain advantage on death saving throws and are stabilized automatically at 1 HP once per month.
    Cost: 5 Pyrexium
  49. Resonant Mesh
    Effect: When adjacent allies are healed, you also receive 50% of the healing as radiant transfer.
    Cost: 4 Pyrexium
  50. Heartcoil Vines
    Effect: Once per long rest, when you are reduced to 0 HP, vines burst outward and heal you for 2d10 HP after 1 round.
    Cost: 5 Pyrexium
  51. Silentstep Lining
    Effect: Your footsteps make no sound. You gain advantage on Stealth checks when moving at half speed.
    Cost: 2 Pyrexium
  52. Shadeweave Panels
    Effect: While in dim light or darkness, you are considered lightly obscured even when in the open.
    Cost: 3 Pyrexium
  53. Glimmerbreak Fabric
    Effect: You cannot be targeted by divination spells (like detect magic, locate creature) unless you choose to be.
    Cost: 5 Pyrexium
  54. Mossgait Padding
    Effect: Moving through natural terrain leaves no trace—no footprints, bent grass, or disturbed dust.
    Cost: 2 Pyrexium
  55. Fogkiss Mesh
    Effect: Once per short rest, activate a thin shroud of fog around yourself. Gain +10 to Stealth for 1 minute.
    Cost: 4 Pyrexium
  56. Fadecoil Cloaking
    Effect: If you succeed on a Stealth check, you become invisible until you move more than 10 feet or make an action.
    Cost: 5 Pyrexium
  57. Shadowmelt Channels
    Effect: While not moving, you can’t be seen by non-magical means in dim light or darker conditions.
    Cost: 4 Pyrexium
  58. Echo-Ward Shroud
    Effect: Illusory sounds mask your movements, allowing you to whisper or speak without revealing your location.
    Cost: 3 Pyrexium
  59. Hollowstep Wiring
    Effect: Once per long rest, ignore difficult terrain and traps for 1 minute while moving silently.
    Cost: 3 Pyrexium
  60. Ghostskin Overlay
    Effect: When you take damage while hidden, you may remain hidden if the source cannot see you directly.
    Cost: 4 Pyrexium
  61. Emberplate Coating
    Effect: Gain resistance to fire damage. You also ignore environmental heat hazards.
    Cost: 3 Pyrexium
  62. Frostline Bracing
    Effect: Gain resistance to cold damage. Your speed cannot be reduced by ice-based effects.
    Cost: 3 Pyrexium
  63. Stormbuckle Inlay
    Effect: Gain resistance to lightning damage. Once per day, absorb a lightning spell and regain 1d8 HP.
    Cost: 4 Pyrexium
  64. Tideforged Seals
    Effect: Gain resistance to acid damage and immunity to natural corrosion or rusting.
    Cost: 3 Pyrexium
  65. Gravetide Coils
    Effect: Gain resistance to necrotic damage. Undead have disadvantage on melee attacks against you.
    Cost: 4 Pyrexium
  66. Leyfold Threading
    Effect: Gain resistance to force damage and +1 to saves against spells from ley fractures.
    Cost: 5 Pyrexium
  67. Poisonbark Lining
    Effect: Gain resistance to poison damage and advantage on saves vs. being poisoned.
    Cost: 2 Pyrexium
  68. Runeburn Dampers
    Effect: Gain resistance to radiant damage. Once per day, reduce a radiant spell’s damage by half before applying resistance.
    Cost: 4 Pyrexium
  69. Umbrashield Weave
    Effect: Gain resistance to psychic damage. Immune to effects that cause magical nightmares.
    Cost: 5 Pyrexium
  70. Cragroot Plating
    Effect: Gain resistance to thunder damage. You cannot be deafened by magical effects.
    Cost: 3 Pyrexium
  71. Bondmark Etching
    Effect: Your summoned creature gains +10 HP while within 30 ft. of you.
    Cost: 3 Pyrexium
  72. Twinthread Anchors
    Effect: You and your summoned companion share resistance to one damage type of your choice while linked.
    Cost: 4 Pyrexium
  73. Leycall Resonators
    Effect: Once per long rest, reduce the casting time of a summon spell to 1 bonus action.
    Cost: 5 Pyrexium
  74. Echobind Armorweft
    Effect: If your summoned creature is reduced to 0 HP, it explodes in a 10-ft. radius for 3d6 force damage.
    Cost: 4 Pyrexium
  75. Hollowcord Mantle
    Effect: While a summon is active, you gain +1 AC. If the summon dies, you lose this benefit until resummoned.
    Cost: 3 Pyrexium
  76. Leybeast Brand
    Effect: Your summon can take reactions even if it normally can’t.
    Cost: 2 Pyrexium
  77. Spirittrace Wraps
    Effect: Gain the ability to see through your summon’s eyes at will (no action required).
    Cost: 2 Pyrexium
  78. Tetherguard Mesh
    Effect: When you take damage, your summon may teleport to you and intercept the blow, taking the damage instead (once per short rest).
    Cost: 5 Pyrexium
  79. Glimmervine Lacing
    Effect: Your summoned creature is always under the effects of pass without trace while within 60 ft. of you.
    Cost: 4 Pyrexium
  80. Ritualcore Binding
    Effect: You may maintain one additional active summon beyond your usual limit.
    Cost: 5 Pyrexium
  81. Feralplate Core
    Effect: When reduced below 30% HP, your armor sprouts hardened claw-like growths. You gain +1 AC and deal 1d6 piercing damage to melee attackers for 1 minute.
    Cost: 4 Pyrexium
  82. Quasistone Overgrowth
    Effect: When hit by a critical strike, your armor temporarily gains a rocky exoshell. You take half damage from the next two attacks (once per long rest).
    Cost: 3 Pyrexium
  83. Blightbloom Mantling
    Effect: When exposed to poison or necrotic energy, your armor exudes fey spores. Enemies within 5 ft. must succeed a CON save or become poisoned for 1 round.
    Cost: 5 Pyrexium
  84. Heatlash Carapace
    Effect: When hit with fire or lightning damage, your armor glows red-hot. You gain resistance to that damage type and deal 1d4 retaliatory energy damage for 1 minute.
    Cost: 4 Pyrexium
  85. Skybreaker Coilplates
    Effect: When falling 20+ feet, your armor generates an anti-impact pulse—negating all fall damage and blasting enemies within 10 ft. for 2d6 force.
    Cost: 3 Pyrexium
  86. Hollowvein Exhalation
    Effect: If you begin your turn surrounded by 3 or more enemies, your armor emits a ley pulse. You teleport 10 ft. in any direction and gain +2 AC until end of turn.
    Cost: 5 Pyrexium
  87. Runeburst Warding
    Effect: When hit by a spell while standing on ley-infused ground, your armor releases arcane feedback, disrupting nearby spellcasters ( CON save or lose concentration).
    Cost: 5 Pyrexium
  88. Stonebloom Spines
    Effect: When grappled, restrained, or knocked prone, your armor sprouts sharp stone thorns, forcing a STR save or forcing the attacker to release you.
    Cost: 4 Pyrexium
  89. Grimsteel Awakening
    Effect: When an ally drops to 0 HP within 10 ft., your armor pulses with dark energy. You gain +2 Strength and temporary hit points equal to your level for 1 minute.
    Cost: 5 Pyrexium
  90. Phantomphase Overlay
    Effect: If you take force, psychic, or radiant damage in a single turn, your armor briefly phases ethereal, giving you immunity to all damage types until the start of your next turn.
    Cost: 6 Pyrexium

LEGEND ROLLS, WHEN PURCHASING ANY UPGRADES YOU HAVE A CHANCE TO EARN ONE OF THESE FOR FREE

  1. Soulseal Frame
    Effect: Once per day, when reduced to 0 HP, remain standing at 1 HP instead. For the next minute, you cannot be reduced below 1 HP. Afterward, fall unconscious until woken.
  2. Living Aegis Protocol
    Effect: You can choose to absorb the damage of a single target spell cast on an ally within 60 ft., teleporting instantly to their side and becoming the new target. This can be done once per long rest as a reaction.
  3. Worldroot Armor
    Effect: While standing on natural terrain, you are immune to forced movement, petrification, and being stunned. Once per long rest, you can cause all terrain in a 20 ft. radius to become entangling and difficult for 1 minute.
  4. Echoforge Casing
    Effect: Each time you use your reaction, gain +2 AC and resistance to all damage until the start of your next turn. Once per long rest, you may take two reactions in one round.
  5. Phase-Rebound Shell
    Effect: Once per day, after being hit by a melee or ranged weapon attack, you become untargetable until the start of your next turn, phasing out of reality. During this state, you may teleport to any visible location within 100 feet.
  6. Starborn Plating
    Effect: You no longer need to breathe, sleep, or eat. Additionally, while in total darkness or starlight, you regain 5 HP at the start of each turn.
  7. Ancestral Echo Frame
    Effect: Once per long rest, call upon the spirits of past wearers. For 1 minute, gain +2 to all saving throws, and spectral armor parries all critical hits into normal ones.
  8. Runeward Overmantle
    Effect: You may hold 3 active ley-runes in your armor instead of 1. Once per long rest, you may activate all socketed runes simultaneously as a bonus action without failure.
  9. Dragonscale Conversion Matrix
    Effect: Choose an element each day (fire, cold, lightning, acid, or poison). You are immune to that damage type and may absorb the first 50 damage you would take from it, converting it into temporary HP.
  10. Final Guardian’s Girding
    Effect: While wearing this armor, allies within 15 feet cannot be reduced below 1 HP as long as you are above half health. Once per day, sacrifice all your HP to fully restore HP and remove conditions for up to 3 allies in range.


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