Magic-Bane Exoskeleton (5e Equipment)

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Armor (plate), Legendary (Requires attunement)

Originating from a sect of extremist wizards, the Magic-Bane Exoskeleton can and will strike fear into all who see it. This sect believed that, if mishandled, magic would eventually consume all life, so they created items designed to prevent the usage of magic, if need be. It is a massive suit, fully encompassing anyone who fits inside with it's sturdy grey plating, comes prefitted with anti-magic blades, and a sapient companion, designed to assist the user.

Magic Ward. Any negative spell of 5th level or lower, where you are the target, automatically fails. Additionally, you take 10 less damage from spells, before resistance and vunerability.

Anti-Magic Blades. While wearing the armor, your unarmed strikes deal 1d8 slashing damage, and when you hit a creature capable of casting spells, they must make a DC 15 Constitution saving throw, or be unable to cast spells until the start of their next turn.
Sentience. The Magic-Bane Exoskeleton has a sapient, unaligned personality, with an Intelligence score of 1 (-5), a Wisdom score of 18 (+4), and a Charisma score of 10 (+0). It has blindsight out to a range of 60 feet. The item cannot speak, read, or understand any languages, but can communicate with it's wearer telepathically regardless.
Personality. It is cold and calculating, yet utterly simplistic. Using it's blindsight, it identifies magic users and their spells, rapidly communicating this information with the creature inside. While it's stores of knowledge are deep, the last thing it could do is hold a conversation.


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