Armor of Laapis (5e Equipment)

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Armor (plate), artifact (requires attunement from a Martial class with Spellcasting options)

The armor of Laapis takes the form of a suit of adamantino plate armor, with mechanized parts. The helm as well as the rest of the armor is completely air sealed with no openings, the eyes are covered by a hard quartz completely transparent to not cover visibilità. A deep blue gem is engraved in the chests, and it glows when the armor activates it's abilities. Laapis is the name of the spirit inhabiting the armor, it can manifest in the form of a translucent ghost to the user, and can take physical form only out of combat when the armor is turned off. Its aspect is of a small girl with pale skin and blue hair and clothes. She is an artificial Darkin, made using Naafiri and Aatrox as a base, she won't take control of her host, but rather work in tandem with him
Random Properties. The Armor of Laapis has the following random properties:

  • 4 minor beneficial properties
  • 2 major beneficial properties


While wearing this armor you have the following benefits

  • You don't have penalties to stealth of movement speed

Gromril. Gromril is a special metal discovered by dearves. It's basically adamantine created in the core of a dying star, descended on earth as a meteorite. it's nearly inestructible and resistant to heath and cold, nearly impossible to forge by anyone except the most skilled craftsmen. Critical hits counts as normal hits to you, and you gain resistance to cold and fire damage

Sentience. within the armor inhabits a Spirit named After the armor, she Is a true neutral being with 26 intelligence 22 Wisdom and 24 Charisma, she sees from the helm googles, and hears from the helm as well, She reads and speak all lenguages, and can comunicate with you mentally as long as you are attuned. Laapis is based on the Darkins, powerfull beings trapped within their weapons, differently from them she is born in the suit of armor, and was created to aliment it's power and assist the user in battle, by operating the armor's functions and systems. She is subservient to the owner, and wants to assist him in any way she can, but can become jealous if the owner wear other suits of armor.

When you don't wear your armor Laapis can take her phisical form by transforming the armor in a humanoid body. You can use a bonus action if combat starts and she is still in humanoid form by being within 5 feet from her and pronoincing the command word

A Firefly Burn in the Night. if you are attuned to this armor and have a Constitution score lower than 16, you take 1d8 Fire damage whenever you use One of the armor abilities, as it puts immense strain on your body

Armor Parts. the armor is compriaed of various parts, each granting several properties. You have to attune to each different part, but they only required one attunement slot togheter. While attuned to all pieces of the armor, you unlock new abilities

Helmet. your AC increases by 1

You can breathe underwater and in the vacuum of space, and have immunity to all poisons or harming effects that would require you to breathe toxins

You can choose to filter and amplify your voice tò have advantage on Intimidation checks. And people can hear you clearly within one mile, even with strong noises that would normally cover your voice

Chestplate. your AC increases by 1

The armor has life support systems, if you fall unconscious you have advantage on death saving throws.

You can choose not to fall unconscious if your hit points are reduced to 0, he can choose to stay awaken for up to 1 minute, making death saving throws as normal. You have however disadvantage in Attack rolls and all ability checks


Gauntlets. your AC increases by 1

You have advantage on Strenght checks. And you can add your proficiency bonus to all Strenght checks, if you are already proficient in Strenght skills, you can add double your proficiency bonus

Boots. your AC increases by 1

Your movement speed increases by 10 feet


Armor Implements (all pieces). The armor has various systems and abilities that can use it's internal Energy to function. You have Energy points up to your Level + your proficiency bonus. If you finish your Energy points you can pay with your Life energy, by spending your hit dices instead. Of you finish your hit dices to, you can choose to pay with your life, taking 1d8 damage for every point spent. You regain all charges when you finish a long rest

  • Rocket Fist(0 charges). when you use your unarmed Attack, you can choose to propel It forward with Fire, (for example, when you punch someone a rocket in the elbow speeds up your fist). Your unarmed Attack deals and extra 1d10 damage
  • Fire Stomp(1 Charge). in Place of one Attack, you stomp your foot on the ground, creating a 15 foot cone. Creatures in that come must pass a Dexterity Saving Throw against your Spellcasting save DC. Taking 3d8 Fire damage on a fail, plus 1d8 for every point spent above 1. A creature takes half as much damage on a success
  • Energy Shield(1 Charge). you gain 2d12 + your Constitution modifier temporary hit points. For the next hour, if a creature hits you with a melee attack while you have temporary hitpoints, it takes 1d12 force damage
  • Leg Thruster(1 Charge). you can use the Dash action as a free action, when you take the Dash action this way, you don't provoke opportunity attacks
  • Boosted Jump(1 Charge). you can double your jumping distance for One turn
  • Flying booster(1 Charge). you gain 30 feet of fly speed for 1 turn, if you already had a fly speed it is increased by 30 feet
  • Energy Coating(1 Charge). you can choose an element between: Fire, cold, necrotic or thunder. Your weapon Will do 1d8 extra damage of your choice for the next minute. No action required
  • Destructive Dash(2 Charges). when you use your leg Thrusters you can spend a bonus action to run down your enemies, leaving a Trail of Fire and blazer in your path. Creatures in the area you dashed through have to pass a Dexterity Saving Throw or take 2d8 bludgeoning and 2d8 Fire damage. Of half as much on a successfull one
  • Frost Nova(3 charges). you overpower the cooling systems of the armor, generating a freezing cold around you. Creatures within an sphere of 30 feet around yourself, must make a Constitution Saving Throw or take 6d8 cold damage, plus 1d8 for every charges above the third, and they become freezed (petrified condition) until the end of your next turn. On a successfull save they take half as much damage and are not freezed
  • Meteor Drop(10 charges). as and action you Jump into the sky, flying away at super speed, and choose a point within 100 feet from your starting point. Creatures have to pass a Wisdom check against your Spellcasting save DC, if they fail they will think you ran away. For the duration of this ability you fly in the sky in circle. At the start of your next turn you must spend your action, you break the sound barrier and launch yourself on the exact at the point you designated, creating a huge shockwave. Creatures in an area of 60 feet radius sphere centered around you, must pass a Dexterity Saving Throw, taking 30d8 Thunder and 30d8 Fire damage on a failed save, and being knocked prone. On a successfull one they take half as much damage and are not knocked prone. Creatures that believe you flied away have disadvantage on the save

Element Change. the armor draws Energy from the Life force of it's wielder. As such it's damage can be changed with another element, of you have a class feature or a spell that let you do One tyoe of damage, you can change the fire or ice damage from the features listed above, with that. For example a paladin night choose from some of it's implements tò do radiant damage instead. Or of you have the cone of cold spell, you can choose cold damage. Some attacks night have other additional effect based on the elements

Armor Upgrades. if you have other ideas, you can present some implants tonyour DM and ask for approval. Then you can give your armor to a blacksmith, or you can do it yourself if you have proficiency in Smith's tools. Over the course of a long rest the implement Will be created and equipped
Destroying the Armor of Laapis. to destroys the Armor of Laapis you must kill it's wielder and then use a Darkin Blade on the armor, hitting her for 7 days and nights until it shatters

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