The armor of the dark lord is a set of dark studded leather armor with red markings that appear while the wearer is in dim light or darkness and are only visible to those with darkvision.
You have a +6 bonus to AC while wearing this armor.
While in dim light or darkness, you have advantage on all saving throws.
While in dim light or darkness, you have resistance to all damage.
Your unarmed strikes become magical weapons with a damage die of 2d8.
While wearing this armor, you have 50 temporary hit points, which you regain after a short or long rest. If a creature deals damage to you while you have these temporary hit points they also take necrotic damage equal to the damage you suffered.
The armor has 10 charges and regains them daily at dusk. You can expend up to 7 charges to cast a spell of a level equal to the number of charges expended, as long as you have the spell prepared. Alternatively you can expend 3 charges to use the action described below:
- In response to being hit by an attack or spell, you can use your reaction to meld into shadows, avoiding all effects of the triggering attack or spell. Additionally, you can move up to half your speed in any direction including up, this movement can pass through objects and structures.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Bonus: Armor Class, Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Advantage: Saving Throws, Resistance: Cold, Resistance: Fire, Resistance: Lightning, Resistance: Acid, Resistance: Thunder, Resistance: Necrotic, Resistance: Radiant, Resistance: Poison, Bonus: Temporary Hit Points, Natural Weapon: Bludgeoning, Resistance: Force, Resistance: Psychic, creature deemed worthy, Combat, Warding
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