Enchanted Armor melds itself to a chosen host and assist them in times of duress. Armor may take on small superficial appearances depending on the wearer's preference. With the strength of two in one body the armor and wearer work in cohesion and become far more capable than either alone. The armor provides increased strength, speed, and protection while the host provides vigor and awareness.The Armor must make a Spell casting roll with a success of 14. This is done with disadvantage if the Target is unaware of either the intent, or the ability itself. If the Target is aware and willing to join, then roll with advantage. On a fail, both the User and the Target are grappled for a turn. On a success, the Target gains the user's AC and gains a +2 in all strength rolls. The Armor does not impede the wear as normal armor would, there is still a stealth disadvantage, but no dexterity modifiers otherwise. The Target gains proficiency in all weapons the User is proficient in, but they must roll co-jointly, the total of both rolls will be added and then divided in half rounding up. The Target and User share a combined HP, and when disengaged any damage taken is split between them. If charmed, stunned, dispelled, or incapacitated, the User will fall off the Target, a dexterity saving throw is required by the Target and on a fail the Target is entangled. The User does not impede physical movement or attacks, but due to it's magical nature and otherness if the Target does not possess heavy armor proficiency they cannot cast spells. The User can, but it must be a joint roll.
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