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Haemscale

Armour (any medium or heavy), uncommon (requires attunement)
  Fashioned from the claws and shard-scales of a magnetite dragon, this protective armour can become temporarily weightless when exposed to extreme cold. The wearer of this armour can exert minor control over ferrous metals within a close proximity.
  This armour has 6 charges and regains 1d4 + 2 expended charges daily at dawn.
  Arcanomagnetic Repulsion. You can expend 1 charge to create one of the following effects while you wear this armour.
  • Repulse. When you are targeted by a weapon attack using a ferrous weapon or ammunition, you can use your reaction to cause a pulse of arcanomagnetism to throw the weapon or ammunition off course, imposing disadvantage on the attack roll. You must choose to use this property before the attack roll is made.
  • Aura. As a bonus action, you can create an arcanomagnetic aura with a 20-foot radius centred on you that moves with you and that lasts until the start of your next turn. This area is difficult terrain for creatures of your choice that are made of ferrous metal or wearing ferrous armour.
  Rare variant: While you wear this armour, you have resistance to cold damage. Increase the number of charges to 9, the recharge to 1d6 + 3, and Arcanomagnetic Repulsion’s aura to a 30 foot radiust. The item gains the Superconductor property:
  Superconductor. Whenever you take cold damage while you wear this armour, you gain a flying speed of 30 feet until the end of your next turn.
  Very rare variant: While you wear this armour, you have resistance to cold damage. Increase the number of charges to 12, the recharge to 1d8 + 4, Arcanomagnetic Repulsion’s Aura to a 40-foot radius, and Superconductor’s flying speed to 40 feet. The item gains the Superconductor and Swordstorm properties:
  Swordstorm. As an action, you can cast the blade barrier spell (save DC 16), adding any ferrous objects in the vicinity to the barrier. At the GM’s discretion, if there are many ferrous objects in the area, increase the barrier’s damage by 2d10. Once you activate this property, you can’t do so again until the following dawn.

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