This dark grey metal amulet has a deep violet lozenge-cut gem of unknown material set into it. The amulet itself is shaped like a falcon or hawk in flight. While attuned, you can summon full-plate armor from the amulet. This requires an action, as the metal of the amulet shifts and spreads out from the gem, covering the wearer's body.
This summoned armor is the same dark grey metal of the amulet, and offers a +2 to AC. The armor also has blades that extend from the gauntlets, acting as shortswords. These blades are part of the gauntlets and cannot be dropped or disarmed. They act as magical weapons that deal slashing damage, with a +2 bonus to attack rolls and damage rolls and a damage die of 1d8. The armor also grants the wearer darkvision out to a range of 60 feet, if the user doesn't already have it.
The armor also has 3 charges that refill each dawn. Expending a charge allows you to cast the Fly spell as an action, without need of any verbal, material, or somatic components. When the Fly spell is active, tendrils of smoke extend from the back and arms, appearing like wings.
Curse. This amulet is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the amulet, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than those built into the armor.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear, or if you succeed on another DC 15 Wisdom saving throw.
While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you’re unable to get close enough to the creature to attack it, your turn ends after you’ve used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
The curse can be broken by a Remove Curse spell or a Greater Restoration spell.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Bonus: Armor Class, Damage: Slashing, Bonus: Magic, Damage, Buff, Combat, Cursed, Str. 15 Required, Stealth Disadvantage
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