Wednesday, December 24, 2014

Mythoard: The Recievening

It's like Christmas! I just got my Mythoard envelope in the mail, and as promised, I'll be a doing a quick review.
My first impression is that it is a work in progress. Maybe my expectations are a too high for $20, but I'd like to see how the product quality pans out as they grow their subscriber base. The packaging was excellent, I don’t see a single crease, bend, or wrinkle. If you're interested in getting in on the ground floor of what I think is going to be an amazing product, here is Mythoard's latest update.
12/21/14 8:55 AM  EST
The 100 Beta Mythoards went out on the 
If you would like to sign up for the January Mythoard, check back on Dec. 29th for open sign ups, available to the first 200 subscribers.   Beta members will receive an email on the 26th, with sign up links.
Here are pictures of everything I got in the neat bundle. The 10+ treasures offer a neat package of almost 30 treasures with lore, open-ended scaling, and suggestions. I generally don't like having lots of papers to leaf through, but there are some cool items in here for inspiration.

 A nice map from Dyson's Dodecahedron. Even if I don't have an immediate use for this map, I am a huge fan of Dyson's maps.

 These blue, draw-able dungeon tiles are something I'll use to supplement my 2.5D tiles. I'd like to see this continue to be included in future months so it fills out into a nice little set of tiles.
 Here's a three part adventure, town, and dungeon with nice, hand drawn artwork.
 My favorite item in the pack, a baby pheonix poster. D'awww.
 My second favorite is this little encounter/postcard for a Mushroom King. Seeing other pictures of people's loot, this card was random. The artwork is fantastic and on the back it gives some background and inspiration for using this as an encounter. I'm big on creepy fungus enemies so I'll be sure to drop this guy in my next dungeon!

If you signed up for Mythoard, what did you think of your haul?

Have a happy and safe holiday, I'll see you after the holidays with a DIY monster and its corresponding conversion to D&D 5e stats. 

Tuesday, December 23, 2014

Worn and Weaponized Witchcraft (Part IX)

Here is the finale, with the last 29 magical armors! After the holidays I'll get cracking on rounding out my magic item collection with Trinkets!

If you're just tuning in, here is the first Magical Armor post and the first Magical Weapon post.
As always, let me know what you think in the comments below. Are there any items from other games you'd like me to convert or make rules for? Any video game, art, or psychotic fever dream inspiration you'd like to share?

Retributive, Greater    25000

Greater Retributive armor hits back with a blast of damage when attacked, dealing 1d10 damage to all within 5 ft of the attacker if the attacker is within 100 ft. It strikes back with the same damage type as the attacker. A platinum, silvery scale in inset in the torso of the armor, heavily weighted to the right.

Retributive, Lesser     250

the Lesser Retributive enchantment deals 1 damage to any attacker within 5 ft. Deals the same damage type back as the attacker dealt. In coppery paint across the torso is a simple balance scale, tilted to the left.

Reviving 18000

The first time the wearer is dropped to 0 hit points or fewer between each short rest, the armor returns them to 1 hit point and allows the wearer to heal as if they had taken a short rest. This short rest does not count for any purpose except for regaining hit points. A yellow orb on the upper torso tracks the health of the wearer, scrolling across the chest from a bright yellow and blue ‘sunrise’ to a red-orange and purple ‘sunset’. The orb begins at sunrise when the wearer is at full health, but draws nearer to sunset as the wearer nears death. When the wearer drops to 0 hit points, the orb briefly dips down in a sunset, but then rises back when the wearer is revived.

Rhino Hide   2500

A cracked-leather, black +1 Rhino Hide armor is created from the hide of large horned beasts of exotic lands known for their fearsome charge. Rhino Hide adds +1d6 damage to melee attacks made in a turn after having moved at least the wearer’s base movement speed.

Save Bonus +1    250

Armor with this enchantment confers a +1 bonus to one save, chosen during the enchanting process, and often has a small trinket: A salt crystal for constitution, a sealed phial of ink for intelligence, or a polished pearl for charisma.

Save Bonus +2    2500

This enchantment confers a +2 bonus to one save chosen during ensorcelling. Trinkets on this armor might include: a stiff piece of yew wood for strength, a fox paw for dexterity, or glass owl eye for wisdom.

Scintillating Shield 6000

Shifting rainbow colors splay across the glossy surface of this +1 shield’s face. Three times each day, it can be used to summon a 10 ft x 10 ft plane of force within 10 ft. The barrier lasts for 1 minute and calling it forth is a free action. The plane of force molds around fixed objects. The plane of force cannot be place where it would intersect with moving creatures or objects.

Shadow Ink 5000

Dark, inky shadow-creatures enslaved by Void Lords in the Plane of Shadow mine this blackish-brown, flowing metal. Its sale to outside planes makes these lords rich and fuels their dark machinations. Smelted with material plane iron to form stable metal, Shadow Ink draws darkness to itself. Shadow Ink armor confers advantage on stealth checks, it can cast darkness as the spell 3/day, and can perform up to 120 ft of Shadow Jumping each day. A Shadow Jump is a Dimension Door but only from one shadow to another. Shadow Ink costs twice as much when used to make medium armor but its range of Shadow Jumping is 160 ft each day. Heavy armor costs thrice as much but can perform 200 ft of Shadow Jumping each day. Shadow Ink armor must also be Masterwork.

Shattering    3000

Armor with this enchantment is spider-webbed with a great deal of cracks. After being hit, the armor shoots a 15 ft cone of nearly translucent shards, centered towards the attacker, for 1d6 force damage.

I had a sweet picture I wanted to put here that inspired this item. It is a scribbly, angry mess of fur and teeth that I thought Scrap Princess had drawn but I couldn't find it, so maybe it was drawn by someone else? I think it had to do with a mutation where your chest cavity opened up with a giant toothy maw covered in fur. If you know what I'm talking about I'd really appreciate the link.

Shield Maw 4000

A nasty, boar-toothed, ragged beast-mouth juts from this +1 shield. The shield has a mind of its own and will lunge out to bite at anything that draws near. The shield gets one reaction at the beginning of its wielders turn. It uses its reaction to bite at the first creature to come within 5 ft of its wielder, enemy or ally. It attacks at +6, dealing 2d6+3 piercing damage on a hit.

Shifter's Plate 6000

The Shifter’s Plate is a +1 plate mail with verdigris thorns, vines, and animals caricatures. The plate mail adapts to fit its wearer’s new forms, conferring its armor bonus and magic effects no matter the shape of its wearer. Upon shifting forms, the wearer heals 1d6 hit points.

Shocking     8000

Occasional jumping sparks arc across the armor’s surface and then race down into the ground. Attackers within 60 ft that hit the wearer are struck by a bolt of electricity for 1d10 damage. If the armor is submerged, all creatures in that body of water within 50 ft of the armor take 1d10 electricity damage each round, including the wearer.

Silver    900

Tiny silver rods the size of sewing needles dot this armor, tracing out the major arteries of a humanoid figure. They pull magic away from sensitive organs and body parts. Reduce magic damage taken by 4 and reduce the duration of hostile spells by ½. Medium armors cost twice as much to outfit with silver and heavy armors cost triple.

Sizing   250

The armor with this enchantment will magically resize itself to fit the bodies of creatures up to two sizes larger or smaller than the original size of the armor. The resizing takes 1 minute for each size category it must change. When not worn, it returns to its normal size over the course of a few hours. Creatures of roughly similar body type as the original creature will be accommodated, but extra limbs or radically different body shapes will not be accommodated.

Sizing, Greater 1000

Greater Sizing enchanted armor will reform itself to fit the body of any creature within four size categories of the original armor, including outlandish or awkwardly shaped creatures. The resizing takes 1 round for each size category it must change, this wait time is doubled for radical body type changes. The armor stays at this size and shape until a new creature touches it to resize it.

Smoky 1000

Slightly charred and blackened, wafts of smoke drift off the armor. Three times each day, the armor can be dusted off with a vigorous swipe to call forth a smoke cloud. The cloud has a 10 ft radius and lasts for 10 rounds or until a strong breeze dissipates it. Lesser air currents can move the smoke cloud. The thick smoke provides concealment.

Spell Storing   12000

Silver ink sigils cover the right forearm of a Spell Storing armor or they cover the inside face of a Spell Storing shield. The wearer can store up to 7 spell levels in this armor or shield to be used to replenish spells or spell-like abilities. Storing a spell or spell equivalent is as simple as casting the spell into the armor. Restoring a spell with the stored spell levels is a free action. Extra spell levels above the maximum are dispersed uselessly into the surrounding environment, randomly causing a prestidigitation type effect.

Spellguard Shield   2500

This small +1 steel shield is a bulwark against spells. It has a faint glimmer that extends well beyond its small steel profile. By using the faintly outlined, immaterial tower shield surrounding the small steel shield, the wielder gets a +2 on saves versus magic. The wielder can use their reaction to extend this bonus to another creature within 5ft, extending some portion of the glimmering outline to that creature.

Spiked 500

Spiked armor and shields deal an automatic 1d6 piercing damage each round to any creature that grapples with the wearer or restrains the wearer as these magical spikes align to stab those enemies.

Spined Shield 8000

This +2 heavy wooden shield is adorned with a thick nest of porcupine spines. It functions as a spiked shield for bash attacks, dealing 1d8 damage, and as an action can fling a handful of spines at a foe within 30ft. The launched spines deal 1d6 piercing damage. Any attack with the shield requires that the target make a DEX save (DC 14) or have a few spines stuck in their skin, imposing a -1 to all rolls until an action is spent to pull them out. They deal 1 damage when pulled out unless a Heal check (DC 12) is made. The spines automatically regrow themselves as quickly as they are used. If plucked out or fallen, the spines rapidly deteriorate into 3-6 inch bits of limp twine.

Springwood 200

Springwood is a springy, young wood preserved alchemically. When used in shields, the shield’s concave surface becomes springy. Set on the ground, a Springwood shield can be used as a launching pad to add 10 ft to the leaper’s jumping distance. Their flexibility allows Springwood armor to ignore the first armor damage received each day.

Stealthy   1250

Stealthy armors are designed with well oiled joints, padded buckles, and other small changes such that they no longer impose disadvantage on stealth checks. Heavy armors cost twice as much to modify in this manner.

Steel Scarab   12000

This +2 plate mail starts as a fist-sized, blue, steel beetle. If its head is pressed, the beetle explodes into iron bands and plates, covering the activator instantly with a full, sapphire-blue suit of +2 plate mail. The mail can be collapsed into its beetle form by pulling off the helmet while uttering the command word “Disrobe”. The Steel Scarab’s joints are so finely joined that they are waterproof. The helmet’s face plate can be closed, with the wearer sustained by an internal supply of oxygen and able to see thanks to magical crystal ‘eye’s on the outside of the helm.

Tailored   300

Attended to by fine craftsmen and modified to fit current fashion trends, Tailored armor is more appealing to the eye and flattering. The wearer gets +1 to social checks with civilized people.

Underworld Chitin  1000

Dark chitin mysteriously sourced from the weird creatures of the underdark by shady merchants to equally disreputable tanneries offers numerous advantages for the unscrupulous. In addition to offering advantage on saves against contact and injury poisons and advantage on saves when applying poison, Underworld Chitin has a chance to absorb contact or injury poisons used against it. If both rolls on the save against that poison are successful, the armor absorbs one use of the poison to be used at the wearers choosing. Only one poison dose can be stored as a time. Absorbed poisons do not affect the wearer in any way. Medium armor can hold a second dose of poison but costs double. Heavy armor can hold three doses of poison but costs triple.

War Plow 7500

The War Plow is a large +1 breastplate with a single, foot-long, jutting prow. The wearer can make a charge attack, moving up to their full speed in a straight line, dealing 2d6 damage to each creature in that line. After moving, they may make attacks and actions as normal.

Wild 4000

Wild armor has small vines, animal fur tufts, and shifting monster parts moving around or on it out of the corner of the eye. Wild armor shifts forms with its wearer, continuing to apply its armor bonus and magical effects in the new form.

Ysgaxil's Symbiote 15000

A large, white slug, of a breed created by Ysgaxil, will attempt to attach itself to the nearest living creature. While unintelligent, it’s heavy breathing when unattached sounds like a small child whispering, “Protect me, Mister”.  It will disengage from a dead host and will move 5 ft each round towards the nearest living creature. Once on a living creature, it will attach with its suckered mouth onto the back of that creature’s head, and begins covering them in a thick coat of light grey gel. The Symbiote drains 20 Max HP while worn but the thick gel acts as +2 Plate armor while requiring no proficiency to use. Weaker creatures with fewer than 21 maximum hit points are left with 1 hit point, but the Symbiote will leave this host for a stronger one as soon as possible. The gel takes damage for the wearer before breaking and leaving the wearer exposed. The gel has 15 HP and will be replaced with a new layer if the old one is damaged and the wearer has not been attacked in the last two rounds. The symbiote gel pushes off and unhooks other armors. The Symbiote is also covered in the same gel layer, but underneath has an AC of 18 and 30 hit points. It has advantage on saves against area attacks.

Ysgaxil's Symbiote, Greater  50000

Like its lesser cousin, this symbiote drains its wearer but provides protection in return. Whether this is a deliberate improvement by Ysgaxil or an out of control magical breed like the Owlbear, this white slug is as long and thick as a lance. After attaching to the back of a creature's neck, it wraps around their shoulders like a pet snake. It drains 30 max HP on attaching, and builds a gel armor that functions like a +4 plate mail. This light grey gel has 20 hp, and the gel will be replaced after two rounds of not being hit after it has been damaged. The Greater Symbiote’s gel, when hit with magic for the first time each round, will fully absorb the magic targeting the wearer. The Greater Symbiote has an AC of 20, 50 hit points, advantage on saves against area attacks, advantage against magic, and a movement speed of 10 ft. The gel pushes off and removes other armors.

Monday, December 22, 2014

Worn and Weaponized Witchcraft (Part VIII)

The previous post is here, Part VII.

Nurses Chain Shirt  2000

A simple white shirt sewn over this +1 chain shirt has a large red sun emblazoned on it. Across cultures, the red symbol changes, but it always matches the local customs for healing symbolism. On the battlefield, only the cruelest and least intelligent soldiers would kill one wearing this armor, enemy healing is still healing after all. A Nurse’s Chain Shirt confers a bonus to healing spells the wearer casts, healing an additional 2 hp per spell level.

Obsidian 200

Obsidian armor is created by sewing or riveting razor sharp obsidian plates onto armor. Jagged stone edges deal 1d4 damage each round to any creature or object grappling or grabbing the wearer. Medium obsidian armor deals 1d6 damage and costs twice as much. Heavy obsidian armor deals 1d8 but cost three times as much. The stones lose their edge after dealing 10, 20, and 30 damage respectively. Once dull, they must be replaced.

Outsider Bone     2500

Burying the bones of outsiders in desecrated soil during a full moon turns them into a pearly white substance that is harder than steel. Necromancers can manipulate these bones like soft clay, forming powerful armors. Outsider Bone armor grants a cleric the ability to use turn undead attempts to rebuke outsiders as if they were undead with twice as many HD. The cleric may also use their necromancy spells to raise the corpses of dead outsiders of half the cleric’s normal number or HD total. These raised outsiders keep any supernatural abilities they had in life. Outsiders’ corpses are unstable and disintegrate after the raised corpse is killed or when the necromantic raising spell ends.  When formed as medium armor, Outsider Bones costs twice as much due to extra material needed and heavy armor costs triple.

Paper Mail    10000

Paper Mail is a bone white +1 suit of plate mail made entirely of pieces of folded paper. It weighs only 3 pounds and counts as light armor for all purposes including proficiency. The paper can be scribed like a scroll, and can store up to eight levels of spells across its paper surfaces, with no single spell of higher than fourth level. When the Paper Mail is struck with a blow, when the attack would hit if not for the non-magical armor bonus of the mail, some of the paper is torn and the armor bonus of the mail drops by one point. If there is an inscribed spell on the armor, one of these spell’s magical energies will be dispersed instead of the armor taking damage. The armor uses one spell randomly from among the lowest level spells. Slashing damage destroys two armor points or spell levels and fire damage destroys four points or spell levels. To repair a point of damage, folded paper requires a skilled paper artisan two hours and 500 SP of arcana infused paper to fold new pieces for the armor.

Parasitic Armor

These armors attach to their wearers and offer useful abilities at a cost. The armor must be worn for three straight days before their positive benefits can be used, but their drawbacks exist as long as they are worn. Attuning with the armor is lost as soon as the armor is removed. All parasitic armors are strangely comfortable to sleep in, they stay temperate and supportive no matter where their host sleeps.

Parasitic, Crushed Golem 7500

A destroyed and bent iron golem has been hammered into a crude, +1 breastplate with two dragging metallic arms halfway down the torso on either side. The golem shifts and adjusts constantly; the wearer must make balance checks (DC 13) or fall prone if moving more than half their base speed. The arms are controlled by the golem, but have a strength score of 16 and follow simple instructions. They can carry, hold items, attack, or any other manipulation that does not require fine motor skills. The golem will carry out the command, given as a free action, until it cannot continue that order or a new order is given. Each arm can deal 1d6 + 3 damage with an attack bonus of +5 as a slam attack.

Parasitic, Elemental Energy  10000

A parasite from the elemental planes is bound to this +2 chain shirt. It is only usable by a creature with spells or spell like abilities. Non-magical creatures that wear this shirt will feel a sharp psychic pain begin taking 1 psychic damage each round. The elemental coursing through the metal links in the shirt drains the magic energy of the wearer, consuming the energy of five spell levels or equivalent spell-like abilities after the shirt is donned or after the wearer’s spells rejuvenate upon rest. If the wearer is aware of the parasitic nature of the armor, they can choose which spell slots or spells are given to the parasite, otherwise the spell loss is randomly chosen from the lowest spell levels first. The elemental parasite will protect its host, creating an elemental field around the wearer for 1 round after being struck. The elemental field grants resistance to all elemental damage, concealment, and a 10 ft. elemental aura that deals 1d6 damage of an elemental type the wearer chooses.

Parasitic, Fungal Spores    2000

Fungal Spore Parasitic armor must be donned in a very specific manner. The wearer must wear a full body, cloth robe of organic materials, submerge themselves in warm water, then roll themselves in dirt mixed with fungal spores gathered from the previous suit of Fungal Spore armor. Over the course of the next three days, tough, spongy grey-brown flesh grows up and over wearer,  increasing by 3 armor points a day until it becomes plate mail equivalent armor. The armor is always considered light for purposes of encumberance. When peeled off, the spongy flesh will begin to slough off into edible chunks of fungus. One last chunk will remain on the wearer and sprout fungal gills. This piece can be shaken or ground up to release a set of spores usable to regrow a set of Parasitic Fungal Armor. Parasitic Fungal Armor  makes it difficult to move, imposing a -1 penalty to attack and damage as well as a 10ft penalty to movement speed. Poisonous fumes are exuded constantly from the armor, creatures within 10 ft. must make a CON save (DC 12) or be poisoned for 1d6 rounds. Wearing this armor makes one immune to poisonous gasses or spores, as the fungus temporarily sprouts around breathing organs of its host in response to those hostile gasses, shedding its own neutralizing spores.

Parasitic, Insect Hive 4000

Insect Hive armor is a thick-cut hide armor made of interlocking hexes of tanned hide lashed together with a heady mix of yellow wax and silk. The hide armor moves like a second skin. During the initial days of wearing this armor, small insects burrow into the wearer, digging channels to the wearer’s veins and anchoring the armor the the wearer’s bones with silky threads. The mixture of spiders, beetles, and flies feed off the blood of the wearer, weakening them by 2 maximum hit points per hit die. The wearer needs to eat and drink twice as much as normal. Only organic, material plane creatures can benefit from this armor. Non-organic or material plane creatures take 1 damage each round from biting insects. Any creature that strikes the wearer or is struck by the wearer will be boarded by a small horde of insects if the wearer chooses. These insects packs deal 1 damage each round. Only 3  boarding parties can be released at a time, further attacks on or by the wearer have no insects to call on. The boarding parties can return at the command of the wearer, flying 60 ft each round back to the Insect Hive. Otherwise, the insects can be killed by submerging oneself in water or fire, or by spending three consecutive rounds plucking and killing them. Killed boarding parties are replaced during the next long rest. The wearer regenerates 1 hit point each round as the insects help stitch wounds and repair damage. Graver wounds naturally heal twice as fast: broken bones, burns, fractures, etc.

You might not be feeding what you think you're feeding...

Parasitic, Outsider's Soul   15000

The refugee soul of an outsider, a demon, angel, or otherworldly alien takes residence in this +3 breastplate. The outsider drains life force from its host to survive; the wearer is considered one level lower for all purposes including: hit dice, proficiency bonus, spells, and class abilities. The parasite partially reforms the wearer into a more perfect version of themselves, increasing all their base attribute scores by 1 point, setting any low scores to a minimum 15. The outsider also protects their host, granting immunity against the first damage type received after a short rest. This damage immunity lasts until the wearer takes another short rest. The wearer does not need to eat, sleep, breathe, or drink and ages at ¼ the normal rate.The outsider may have goals or requests to make of the player, but they are usually comatose, slowly rebuilding their own energies in order to manifest.

Parasitic, Vermin Cloak 3500

Putrid, tangled rags hang stiffly around the wearer with four gaps that could loosely be construed as a neck hole, two arm holes, and an open bottom. Tiny vermin of all sorts squirm and worm through the rags: toads, snakes, rats, slugs, and worms. The soiled rags are encrusted thickly enough to function as chain mail. While worn, the armor gives the wearer a constant, minor disease. The wearer is prone to minor coughs, sneezes, fevers, and runny noses: -1 to all rolls. The generously described ‘clothing’ imposes disadvantage on all social encounters. The wearer can command their vile residents into a swarm occupying a 5 ft space per four HD of the wearer. Forming the swarm or directing the swarm is a free action. The swarm has 20 hit points per 5 ft square, and the creatures automatically deal 1d6 piercing and 1d6 poison damage to creatures that start their turn in one of the swarm’s spaces. The vermin can move along the floor or walls at 15’ per round. If killed or scattered, the swarm can be replenished by spending a long rest in sewers, garbage, or other areas of filth.

Plate Mail of Etherealness 10000

Silvery, glossy metal of this +2 plate mail always appears slightly blurred. On command, the Plate Mail of Etherealness and its wearer turn ethereal and invisible for up to 1 minute, split across different uses as the wearer chooses. This time limit is reset upon each short rest. While ethereal, the wearer gains a fly speed of 40 ft. with perfect maneuverability. The invisibility lasts until the wearer makes an attack. It is a free action to phase shift between being ethereal and material.

Platinum 9000

Large, thin interlocking rings of platinum are bolted to this armor. These platinum rings are geometrically organized to pull magic away from sensitive parts of the body. Reduce magic damage taken by 8 or reduce the duration of hostile spells by 9/10. Medium armors cost twice as much to outfit with platinum rings. Heavy armors cost three times as much. Only metal armors can be outfitted with platinum.

Projectile Trapping 5000

A tiny charge is present on the outer surface of this armor or shield. Feathers, leaves, and other small light objects often stick to this armor or shield. The wearer can use a reaction to trap a projectile fired at them. Projectiles heavier than 30lbs strike the wearer as normal. The trapped projectile is caught harmlessly and may be reused. The wearer gains a free reaction each round to be used in this manner.

Quartz 2000

Acting as a magic larder of sorts, quartz crystals bound together with thin silver wire are riveted together to form a replacement for metal armors and shields. Somewhat weaker than steel, Quartz armor provides one less base armor bonus than normal for its type. Magic is refracted and circulated in the crystal clusters, doubling the duration of self targeted magic and magic accepted willingly while increasing the duration of hostile spells by 50%. Medium armor costs twice as much to make of quartz and heavy armor cost three times as much.

Rage Vine    5000

Angry, still living plant vines and leaves wrap around the body to form a +1 studded leather equivalent armor. If its wearer is dead, it will slither onto any unarmored creature that touches it. As a free action, the wearer can root the armor in place, reducing movement to 0 to regain 1 hp/round in non-toxic ground. This regeneration increases to 2 hit points each round in soil, and 5 hit points each round in lush or fertile ground. While rooted, the wearer cannot be moved except with a strength check (DC 20) or an equivalent amount of force. After slaying an enemy, the Rage Vine’s tendrils take hold of the wearer’s weapons to attack for the wearer. This effect grants +5 feet of reach for 3 rounds. If far away from any foes, the Rage Vine instead whips thorns at the nearest enemy within 60ft for 1d6 damage each round. The armor will grow back, repairing itself with a full day’s worth of sunlight if it is ever damaged. Each week without 8 combined hours of sunlight will cause the armor to weaken, -1 AC until it dies completely when it hits 0 armor bonus. If it dies from lack of sunlight, it cannot be restored by mundane means. Each armor point to be restored requires 8 hours of sunlight and watering the armor with a cup of blood while rooted in fertile soil.

Ram's Head 9000

The Ram’s Head is a +1 shield bearing a steel sculpture of a ram with a lowered head spiral horns. As a move action, its wielder can move up to their base movement speed and then make a bash attack. If the attack hits, it deals 1d8+STR damage and knocks the enemy prone unless they make a STR save (DC 8 + the damage dealt). If the wearer has moved at least twice their base movement speed in a straight line to make the gore attack, the gore damage is tripled and the steel ram bleats aggressively.

Regrowing   500

This enchantment can only be applied to wooden or hide based armors. The armor or shield regrows from any damage it receives, repairing any damage taken, short of being broken, at a rate of one armor point each day.

Resistant     10000

Resistant armor or shields grant resistance against one damage type. In addition, once each day, they can nullify all damage of that type from one source or attack. Resistant armors are often decorated in stylized alchemical symbols of the damage type they ward against.

Retributive   2500

Painted with a set of golden scales, Retributive armor returns damage back on its attackers. When the wearer takes damage, this armor fires a bolt of magical energy to deal 1d4 damage of the same damage type back at the source if it is within 30 ft.

Stay tuned for the next and final post on magical armor, Part IX.