A lack of belief in things you cannot see or fathom has given you resistance to magic and celestial influence.
- Gain resistance to Radiant damage.
- Divine healing is half as effective.
- Spells requiring an attack roll against you have disadvantage. In addition you automatically succeed on saving throws against spells up to 4th level from any caster you can see. Above 5th level requires a D100 roll, with a 25% chance of failing automatically.
- Spells that would cause an effect on you require the caster to roll a D100. There is a 50% chance of the spell failing outright. The DM determines the range for the throw.
In order for this feat to remain, you cannot follow any religious belief or use anything that requires spell casting. The power of the Armor is from your seemingly stubborn refusal to admit gods and magic are real.
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