No matter what form the Armor of Twilight has it is always of the finest quality and design and could only have been created by a master craftsman of some ancient age. All forms of the armor have a series of runes on them which light up blue when a power is used. As the armor grows in experience and new powers are offered, an extra rune will light up when a power is used.
The armor's powers generally have an individual effect on the wearer. As the experience with the armor grows, there is an ability to expand these protections in a radius to aid your companions. At the DM's discretion, he may allow the protections of the armor to extend to a person occupying the same space. For example - In great need, the wearer desperately clutches the young princess to himself and prays that he can protect her against all odds from the incoming dragon fire.
LEVEL 1:
PROFICIENT -
USES: Active while the armor is worn, in whatever form.
The armor has the encumbrance of Elven Chainmail and also grants the wearer the Defensive Fighting Style: While you are wearing armor, you gain a +1 bonus to AC.
LEVEL 2:
ARMOR MASTER -
USES: Active while the armor is worn, in whatever form.
The wearer of the Armor of Twilight has the innate ability to transform the armor's type from simple bracers and all armor types up to and including Platemail (Max). This transformation takes 1 round to fully complete as blue energy courses around the user and translucent armor pieces settle into place.
All armor types are made of the finest materials and are detailed with intricate embroideries/embossing. Many arcane runes are woven into the design. When any of the armor's powers are activated a certain number of runes will flash with a bluish light. Armor changes must be declared at the beginning of the combat round and the benefits of the change do not take affect until the beginning of the following round. No matter what form the armor is in it gives it's magical bonus and bestows all available powers upon the wearer.
FEAT (HEAVY ARMOR MASTER) -
USES: Active only when the armor is in a heavy armor configuration.
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by 1, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non magical weapons is reduced by 3.
PROTECTION I - PROTECTION FROM EVIL/GOOD -
USES: Active while the armor is worn, in whatever form.
While wearing this armor the wearer is protected against aberrations, celestials, ele-mentals, fey, fiends, and undead at all times. Creatures of those types have dis-advantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against it.
LEVEL 3:
ARMOR BONUSES -
USES: Active while the armor is worn, in whatever form.
The Armor gives a +1 to AC. This increases to +2 Armor at 7th level and finally +3 Armor at 11th level.
ENLARGE -
USES: Once per day. Recharges at dawn.
Casting Time: 1 action
Range: Self
Duration: Concentration, Up to 1 minute
The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength Checks and Strength Saving Throws. The target's Weapons also grow to match its new size. While these Weapons are enlarged, the target's Attack with them deal 1d4 extra damage.
At 5th level: Gain one more use of this ability per long rest
LEVEL 4:
PROTECTION II - PROTECTION FROM POISON
USES: Active while the armor is worn, in whatever form.
While wearing the armor, the target has advantage against being poisoned and resistance to poison damage.
STRENGTH -
USES: Once per day. Recharges at dawn.
Casting time: 1 action
Range: Self
Duration: Concentrations, up to 1 hour
The target has advantage on Strength checks, and its carrying capacity doubles. His strength is temporarily increased by 2 points, for the duration.
At 6th Level: Gain one more use of this ability per Long Rest.
LEVEL 5:
SENTINEL FEAT -
USES: Active while the armor is worn, in whatever form.
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits: • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn. • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
LEVEL 6:
PROTECTION III - PROTECTION FROM PARALYZATION -
USES: Active while the armor is worn, in whatever form.
The wearer of this armor receives total immunity to magical paralysis. Spells such as hold person and slow have no effect on the individual. This spell also provides protection against the paralysis attacks of monsters (a ghoul's touch, for example). This spell offers no protection against physical damage.
EXPANSION -
USES: Once per day. Recharges at dawn.
Casting time: 1 action
Range: Self
Area of effect: Up to 20' radius centered on the wearer of the armor.
Duration: Concentration, Up to 1 minute
The user is able to extend all of the passive powers of the Armor of Twilight in a stationary 20' radius circle of protection. This ability lasts 1 round per level of the user.
At 9th Level: Gain an extra use of this ability per Day
LEVEL 7:
PROTECTION IV - PROTECTION FROM NORMAL WEAPONS -
USES: Active while the armor is worn, in Heavy Armor form.
*NOTE: I'm a little worried that this might be too powerful, so be warned, I am watching.
While wearing the armor, the wearer has resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
LEVEL 8:
PROTECTION V - Protection from Fire/Cold
USES: Active while the armor is worn, in whatever form.
The wearer of the armor has Advantage on saves against cold and fire damage and resistance to cold and fire as well.
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