5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e
Dazzling Armour

Dazzling armour turns bright light into a close-range flash that disrupts nearby enemies. The original property is a third-party 3.x ability; the 5e and Pathfinder versions below are conversions.
Explore: Magic Armour & Shields · Conditions
5.5e / 2024
Rare; requires Attunement. The armour has 3 charges and regains all expended charges daily at dawn. While in Bright Light, you can take a Bonus Action and expend 1 charge to flash the armour. Each hostile creature within 5 feet that can see you must succeed on a DC 15 Constitution saving throw or have Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight until the start of your next turn.
5e / 2014
Rare; requires attunement. The armour has 3 charges, regained daily at dawn. In bright light, you can use a bonus action and expend 1 charge to flare the armour. Hostile creatures within 5 feet that can see you must make a DC 15 Constitution saving throw or suffer disadvantage on attack rolls and sight-based Wisdom (Perception) checks until the start of your next turn.
Pathfinder 1E
Conversion: +1-equivalent armour property · Aura: moderate evocation · CL: 7th.
In daylight or within 10 feet of a bright light source, the wearer can trigger the armour as a free action every other round. Each opponent within 5 feet must succeed on a DC 15 Reflex save or become dazzled for 1d4 rounds.
D&D 3.5e
Price: +1 bonus · Aura: moderate evocation · CL: 7th.
In daylight or within 10 feet of a bright light source, the armour can flash as a free action every other round. Opponents within 5 feet make a DC 15 Reflex save or are dazzled for 1d4 rounds.
Source: Relics & Rituals: Excalibur.
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