Home Creators Posts Import Register Favorites Logout

Content

Beastknight Treeplate

Armour (plate), very rare (requires attunement)

Component: Monstrosity horn

Fearsome warriors who worship an ancient, primal deity, beastknights wear magical suits of armour that allow them to channel aspects of powerful beasts. Three different sets are known to exist, with rumours of a fourth shrouded in mystery. For the time being, however, the beastknight udderplate remains but a myth.

You gain a +1 bonus to AC while wearing this armour, and when you take piercing damage, that damage is reduced by 2. In addition, whenever you roll damage for a weapon that deals piercing damage or the armour’s Aspect of the Horn property, you can reroll any number of the weapon’s damage dice. You must use the new rolls.

Aspect of the Horn. While you’re below half of your maximum hit points and wearing this armour, you can use a bonus action to channel its true power. You manifest a spectral horn on your shoulder, move in a straight line to a creature within 30 feet of you, and ram it. The creature must make a DC 16 Strength saving throw. On a failed save, the creature takes 4d8 piercing damage and is pushed back a number of feet equal to the distance you moved using this property. On a successful save, it takes half as much damage and isn’t pushed. Once this property of the armour has been used, it can’t be used again until the next dawn.

---------------------------------------

Very rare variant, Beastknight Axeplate: The armour reduces slashing damage and allows you to reroll damage dice for a weapon that deals slashing damage and the armour’s Aspect of the Wings property, instead of piercing damage. The armour has the Aspect of the Wings property instead of the Aspect of the Horn property.

Aspect of the Wings. While you’re below half of your maximum hit points and wearing this armour, you can use a bonus action to channel its true power. You manifest a pair of spectral wings and fly in a straight line up to 30 feet without provoking opportunity attacks. Whenever you move within 5 feet of another creature in this way, that creature must make a DC 16 Dexterity saving throw, taking 4d6 slashing damage on a failed save or half as much damage on a successful one. Once this property of the armour has been used, it can’t be used again until the next dawn.

Very rare variant, Beastknight Hammerplate: The armour reduces bludgeoning damage and allows you to reroll damage dice for a weapon that deals bludgeoning damage and the armour’s Aspect of the Tail property, instead of piercing damage. The armour has the Aspect of the Tail property instead of the Aspect of the Horn property.

Aspect of the Tail. While you’re below half of your maximum hit points and wearing this armour, you can use a bonus action to channel its true power. You manifest a spectral tail and spin it around, forcing each creature within 10 feet of you to make a DC 16 Strength saving throw. On a failed save, a creature takes 4d10 bludgeoning damage and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. Once this property of the armour has been used, it can’t be used again until the next dawn.

---------------------------------------

The rest of the set can be found here!

Files

Comments

N.Umbra

This armour looks so nice! 😭

Dark Insanities

Well, I guess we know what we're getting for the next April Fool's. This looks awesome though, as ever.

Eric Gen

Gorgeous armor. One little thing I should point out: Shouldn’t the wing version have the 4d10 damage since it does nothing else? Instead of the tail version I mean, since it also knocks targets prone. I dunno if that was a typo, it just seems like a glaring imbalance.

Loot Tavern

the wings deal less damage because they have a much larger area of effect, meaning your potential damage is a lot higher :) think of it as a 10ft radius vs a 30ft x 15ft linee