Dynamo Armor | Item | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Homebrew

Dynamo Armor

Armor (Light)

Legendary Requires Attunement

Dynamo Charger: For every 10 ft. the wearer moves, the armor gains one charge, up to a maximum of four. When making a melee attack, the wearer can expend one charge to deal 1d6 bonus lightning damage. Charges reset to zero on a short or long rest.
Lightning Dash: As an action, the wearer may expend three charges to move up to their full movement speed in a straight line, passing through all creatures and metallic objects. If they would end their movement inside another creature or object's space, they stop in front of it but the creature is still affected by this ability. This movement does not provoke attacks of opportunity. All creatures the wearer passes through must make a Con save (DC = 8 + wearer's proficiency modifier + wearer's Dex or Str modifer), taking 8d6 lightning damage on a failed save or half as much on a success. If the creature is made of metal or wears metal armor, it has disadvantage on this save. This ability can be used once per short rest.
Perpetual Motion: The wearer's movement speed increases by 10 ft. and all attacks of opportunity made against them have disadvantage.
Grounding: The wearer has resistance to lightning damage.

A suit of armor crafted in collaboration by an archwizard and a master artificer. An arcane battery powers a magical engine that increases the wearer's speed and empowers the armor as the wearer moves. The battery and engine can be overcharged, allowing the wearer to move as lightning for a brief moment, passing through obstacles and electrocuting anything in their path.

Type AC STR Req. Stealth Dis.
Light 13 + Dex modifier No


Weight: 20 lb.


Created by

Rhodes 3.

Statblock Type

Item

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