Armor (plate), legendary (requires attunement)

A hulking suit of armor, made of an unknown black metal and set with amber-like gemstones. Too heavy for an ordinary person to wear unless they are attuned to it (1400 lbs). Confers an Armor Class of 21, though the size of the gauntlets and bracers prevent the use of shields.

While the wearer is attuned to it the gems are charged with magic, it has a separate pool of 50 hit points. When the wearer would take damage of any kind except Psychic, the armor takes the damage instead and cannot be reduced in any way. When the pool reaches 0, the gems stop glowing.

The armor is fuelled by magic, and as an action, the attuned user can expend a spell slot to restore 5 hit points times the slot’s level. The armor confers additional effects based on how many hit points remain in the pool, which are as follows (the armor will simultaneous grant the properties of every threshold it meets, except 0):

50: You have advantage on saving throws to resist the effects of spells.
30+: Your strength score is set to 22, unless it is higher.
20+: You gain an additional 10 ft. of walking speed, and your jump distance becomes equal to your walking speed.
10+: You have advantage on Strength (Athletics) and Dexterity (Acrobatics) ability checks.
0: Your walking speed is reduced by 10 ft., and you have disadvantage on Dexterity saving throws.


Shattered parts of the armor regrow when the gems are infused with magic, becoming whole again at 50 hit points.

[The bonuses to this item on D&D Beyond represent its capacity at 50 hit points]

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, Set: Strength Score, Bonus: Speed (Walking), Advantage: Athletics, Advantage: Acrobatics, Str. 15 Required, Stealth Disadvantage

Seyfert01

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