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Bifrost Sentry Plate

Bifrost Sentry Armor, forged by dwarves, was crafted for Heimdall. It appears white to mortals, although it is actually all the colors in existence. Mortal eyes cannot handle its ever changing surge of color.   The Bifrost Sentry Plate is a magical relic item obtained from slaying Heimdall.   Bifrost Sentry Armor
  • AC: 19
  • Stealth: Disadvantage
  Heat Immunity: Upon attuning to this armor, you have immunity to fire damage..   Heimdall's Sight: Gain the ability to cast Scrying, 1/day.   ARTIFACT
  • Heavy Armor
  • Legendary Artifact
  • Attunement by a creature with 16 or higher Strength
  • 65 lbs

Mechanics & Inner Workings

Attunement   Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.   Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.   An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.   A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.   Heavy Armor:   Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.
Item type
Unique Artifact
Rarity
Legendary
Weight
65 lbs
Base Price
50,000 gp
Related Myths

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