Solrath Kaur
Solrath Kaur, meaning roughly 'the skin that drinks fire' in the guttural dialect of the deep-forge clans, was hammered across seven years on an anvil sunk directly into a volcanic vent beneath Grundavar, the sunken city of the fire giants. Its overlapping iron-black plates are veined with channels of solidified magma that glow amber in darkness and pulse cherry-red when the wearer sustains a blow. The giants who built it intended it for a champion who would absorb punishment meant for their forge-king, and its design rewards precisely that sacrifice.
Mechanics
Forged in the foundries of a fire giant city buried beneath the world, this half plate channels volcanic heat into a cascading engine of destruction that scales with the punishment its wearer absorbs.
Magma-Tempered Plating
While wearing this armor, you have resistance to fire damage and immunity to the effects of extreme heat environments. In addition, your AC equals 18 plus your Dexterity modifier (maximum +2), replacing the armor's standard AC calculation.
Cinderwall Reflex
Whenever a creature hits you with a melee attack, that creature takes 2d6 fire damage as the armor vents superheated gas through its forge-channels. This damage does not require a roll and cannot be reduced by resistances the attacker possesses to nonmagical fire, because the heat originates from deep-world volcanic pressure, treated as magical fire for this purpose.
Eruptive Core
As an action, you cause the armor to release a catastrophic surge of geothermal energy. Each creature within 20 feet of you must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 10d10 fire damage and is knocked prone. On a successful save, it takes half as much damage and is not knocked prone. After this ability is used, the armor's Cinderwall Reflex deals no damage until the following dawn, as the core vents are exhausted.
DM Notes
Balance consideration: The Cinderwall Reflex is a significant passive that punishes every melee hit the wearer receives. In encounters featuring many lower-CR melee attackers, this can accumulate to substantial reflected damage per round. DMs should account for this when designing encounters and may wish to include ranged-heavy or spell-slinging enemies to provide pressure without feeding the armor's passive. The Eruptive Core is deliberately powerful but shuts off the passive until dawn, creating a meaningful decision: hold the core for a clutch moment, or unleash it and lose the reactive pressure for the rest of the day. For Artificers specifically, the armor's AC calculation of 18 plus Dex modifier is consistent with half plate rules and works cleanly with medium armor proficiency. The fire immunity exception for Cinderwall Reflex bypassing attacker resistance is a deliberate legendary-tier rule break and should be communicated to players clearly. The DC 18 saving throw on Eruptive Core is fixed and intentionally high for a legendary item.
Generated with: Level 17 · Artificer · Artillerist · Armor (Half Plate) · Fire giant city deep underground · Heroic · Fire · Legendary