5.5e / 2024 · 5e / 2014 · Pathfinder 1E · D&D 3.5e
Darksoul Protection Armour
Darksoul Protection shields an evil wearer against magic and attacks that punish evil creatures specifically. The original property comes from Book of Vile Darkness; the 5e and Pathfinder sections below are conversions.
Explore: Magic Armour & Shields · Protection from Good
5.5e / 2024
Rare; requires Attunement by a creature of Evil alignment. While wearing the armour, you have Resistance to Radiant damage dealt by Celestials and by spells or features that explicitly punish or deal additional damage to Evil creatures. If an effect contains both ordinary damage and extra damage triggered by your alignment, only the qualifying portion is reduced by this property.
5e / 2014
Rare; requires attunement by an evil creature. While wearing the armour, you have resistance to radiant damage from celestials and from spells or features whose harmful effect specifically depends on the target being evil. This property does not grant blanket resistance to every source of radiant damage.
Pathfinder 1E
Conversion: +1-equivalent armour property · CL: 7th.
If the wearer is evil, damage that is increased specifically because the wearer is evil is halved. This includes the extra harm from effects such as smite evil, holy weapons and spells whose damage increases against evil creatures. Damage that is not keyed to evil alignment is unaffected.
Construction: Craft Magic Arms and Armor, protection from good.
D&D 3.5e
Price: +1 bonus · CL: 7th.
An evil wearer takes half damage from spells or effects that cause greater damage specifically to evil creatures, including effects such as holy smite, smite evil and holy weapons.
Source: Book of Vile Darkness.
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