Difference between revisions of "Golden Plate (magic item)"
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{{MIB | {{MIB | ||
|title=Golden Plate | |title=Golden Plate | ||
− | + | |rarity=master | |
− | |rarity= | ||
|m=major | |m=major | ||
|type=Armor | |type=Armor | ||
|subtype=plate | |subtype=plate | ||
|summary=This magic plate grants a +1 bonus to AC, a 10-foot increase to speed, and several other benefits. | |summary=This magic plate grants a +1 bonus to AC, a 10-foot increase to speed, and several other benefits. | ||
− | |Although not made of literal gold, this magic {{Item|plate}} armor incorporates [[spoils]] from rare and powerful [[golden monster]]s. While wearing it, you have an | + | |Although not made of literal gold, this magic {{Item|plate}} armor incorporates [[spoils]] from rare and powerful [[golden monster]]s. While wearing it, your [[speed]] increases by 10 feet, and you have an additional +2 bonus to [[Armor Class]]. {{ACLimit}} |
This armor has 5 charges. It regains 1d4 + 1 charges daily at dawn. These charges can be used for three different effects: | This armor has 5 charges. It regains 1d4 + 1 charges daily at dawn. These charges can be used for three different effects: |
Latest revision as of 17:42, 1 January 2021
Armor (plate), master major
Although not made of literal gold, this magic plate armor incorporates spoils from rare and powerful golden monsters. While wearing it, your speed increases by 10 feet, and you have an additional +2 bonus to Armor Class. This bonus cannot increase AC above 25, before adding cover or a shield bonus.
Although not made of literal gold, this magic plate armor incorporates spoils from rare and powerful golden monsters. While wearing it, your speed increases by 10 feet, and you have an additional +2 bonus to Armor Class. This bonus cannot increase AC above 25, before adding cover or a shield bonus.
This armor has 5 charges. It regains 1d4 + 1 charges daily at dawn. These charges can be used for three different effects:
- When you roll a Dexterity saving throw or you roll for initiative, you can expend 1 charge to gain advantage on that roll before you make it.
- When you are hit by an attack, you can use your reaction to expend 2 charges and halve the damage you take from that attack unless the damage is necrotic.
- If you fail a saving throw, you can expend 4 charges to succeed instead.