Shardplate (5e Equipment)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Stormlight Archives franchise, and/or include content directly affiliated with and/or owned by Brandon Sanderson. D&D Wiki neither claims nor implies any rights to Stormlight Archives copyrights, trademarks, or logos, nor any owned by Brandon Sanderson. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Armor (plate), legendary

This suit of magic armor has 5 charges and regains 1 expended charge daily at dawn. For each charge it has, the shardplate grants you a +5 bonus to movement speed. While wearing shardplate, add your Dexterity modifier to your AC, up to 0.5 ½ the current number of charges it has.

As long as your shardplate has at least 1 charge, you may jump as far as your base speed without a running start and you are immune to soulshear effects and effects that would remove parts of your body, such as those of a sword of sharpness or vorpal sword.

Shardplate can be disabled by taking too much damage in combat. Each hit from a shardblade expends 1 charge, as does a critical hit from any other weapon. Critical hits from a shardblade expend two charges. When a suit of shardplate has no remaining charges, your maximum speed is halved, and any movement or action (including doffing the armor) first requires a successful DC 25 Strength (Athletics) check.


Back to Main Page5e HomebrewEquipmentArmor

Home of user-generated,
homebrew pages!


Advertisements: