Resistant Armor 5e
Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)
While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Review by Prince Phantom
This is an infusion that benefits heavily from you knowing more infusions than you can have active at a time. For example, at 2nd level you know 4 infusions, but can only have 2 active at a time. The moment you hit level 6, I recommend that Resistant Armor take one of those known infusion slots. This covers every damage type except bludgeoning, piercing and slashing, but only one at a time. You can switch which type each day by reinfusing the armor.
Non-physical damage isn’t always easy to see coming, but many times it is. Heading off to fight a Red Dragon? Fire resistance. Invading a Mind Flayer colony? Physic resistance is usually tough to come by, but now you’re covered. Force damage is even tougher to get resistance to, so you’ll love this when that Amethyst Dragon decides you look tasty. Playing in Icewind Dale? You’ll probably just keep this turned to cold resistance the whole campaign.
It’s rare for a feature to be able to give resistance to this many damage types, so the sheer versatility is nearly unmatched, even by Absorb Elements, a spell that an Artificer can also have to cover unexpected damage types like when your DM gets clever and throws a Remorhaz at you in the middle of an ice cave! Also, DMs, try out the Remorhaz, it’s always a memorable encounter if you set it up right.
This infusion is not one you’ll use every day of your adventure, but on the days you need it, you’ll wonder how you would have survived without it. If you can spare a known infusion on this and your DM throws non-physical damage at you ever at all, put this in your back pocket and pull it out when you need it.
Final Rating: 4/5
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