Azimandium Armor (5e Equipment)

Armor(medium or heavy, but not hide), rare (attunement optional)

This set of armor is reinforced with azimandium, a magical alloy of adamantine created by the infamous wild mage Jalthier Azimandeus. While you're wearing it, any critical hit made against you becomes a normal hit. If the critical hit is from an attack made with a magic item, spell, or magical effect, roll on the Azimandium Surge table below. You do not have to attune to this armor to use its magical propertieshowever, you are not granted any protection against otherwise harmful effects rolled on the table if you do not attune to it. An Azimandium Surge can only trigger once per turn, and its effects when called for have a save DC of 17.

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A knight in azimandium plate. Created by Midjourney.
Azimandium Surge
d20Effect
1A stinking cloud appears centered on you. You are immune to its effects for the duration.
2Synaptic static explodes centered on you. You are unaffected by it.
3Spike growth appears centered on the location you were standing for 1 minute. You are immune to its effects for the duration.
4You immediately regain hit points equal to the damage dealt by the triggering attack.
5Chain lightning targets the creature closest to you, and then leaps to the three closest creatures to it aside from yourself.
6You take half the damage (rounded down) from the triggering attack, and the source of the attack takes the remaining half.
7A 5th-level fireball explodes centered on you. You are immune to it.
8A sleet storm occurs centered on you for 1 minute. You are immune to its effects.
9A swirling maelstrom appears centered on you for 1 minute. You are immune to its effects.
10You take no damage from the triggering attack, and the source of the attack takes force damage equal to the damage that would have been dealt.
11You swap locations with the source of the triggering attack if there is sufficient space to do so.
12You gain the effects of mirror image for 1 minute including against the triggering attack.
13If the source of the triggering attack is a creature, it must save against mind spike.
14You take no damage from the triggering attack and can immediately attempt to teleport to an unoccupied space within 400 feet as if you had cast dimension door.
15Dawn shines down on a point centered on you for 1 minute. You are immune to its effects.
16If the source of the triggering attack is a creature, it must save against suggestion from the next spoken demand it hears.
17A warding wind surrounds you for 1 minute. You are unaffected by it.
18You take no damage from the triggering attack, and an antimagic field appears centered on you for 1 minute. You, the armor, and any equipment you are wearing or carrying is unaffected by the field.
19If the source of the attack is a creature with 50 hit points or fewer, it instantly dies.
20You become immune to all damage (including against the triggering attack) until the end of your next turn.
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