Soran'drekkadan, Hero's Promise

Soran'drekkadan, Hero's Promise Legendary Requires Attunement
18 Armor Class Plate +1 AC Passive: Any critical hit against you becomes a normal hit, and you count as one size larger for various mechanics Passive: You have Advantage on Strength checks and saving throws, but Disadvantage on Dexterity checks and saving throws Passive: You take no damage if you succeed on a magical Strength or Constitution saving throw, and half damage if you fail Use: You can activate the armor for various effects.

Forged by Liiraluma from the finest alloys found on the Timeless Isle and infused with the spark of Prince Thunderaan, this powered armor has the ability to turn away blows while enhancing one's mobility.

Properties

While you wear this armor, you gain the following benefits:
  • Any critical hit against you becomes a normal hit.
  • You gain a +1 bonus to AC.
  • You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and while grappling a creature.
  • You have Advantage on Strength checks and saving throws, and you do not need to breathe while wearing the accompanying helmet.
  • You have Disadvantage on Dexterity checks and saving throws.
  • When you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half on a failure.
Additionally, this armor has 10 charges. As a Bonus Action, you can spend up to 5 charges, activating any number of the following abilities for 1 charge each. Each ability can only be used once per turn:
  • Take the Dash action.
  • Double your movement speed until the start of your next turn.
  • Gain a flying speed equal to your speed until the start of your next turn.
  • Until the start of your next turn, if you move at least 10 feet straight toward a target no more than one size category larger than you, and then hit it with a melee weapon attack, the target must make a Strength saving throw against your maneuver DC. On a failure, you can continue using the rest of your movement, pushing your target in front of you as you go. If you slam them into a Medium or larger object, the creature stops, and it takes 1d6 bludgeoning damage for every 10 feet it moved.
  • You gain 10 temporary hit points, and gain resistance to bludgeoning, piercing, slashing, and arcane damage until the start of your next turn.
The armor regains 2d4 + 2 charges daily at dawn. When you take arcane, holy, radiant damage, the armor regains 1 charge for every 15 damage you take (minimum 0).

Wielders