The Armor of Werymn is a legacy set of armor that regains its strength as its owner restores it through extreme personal challenges, evolution, and achievement.
Dormant: You have a +1 bonus to AC while wearing this armor. You can also cast the Command spell (save DC 13) while attuned to this armor. You cannot use this ability again until you have completed a long rest.
Awakened: You have a +2 bonus to AC while wearing this armor. You can also cast the Command spell (save DC 15) while attuned to this armor, and you can target up to three creatures. You cannot use this ability again until you have completed a long rest. You gain resistance to necrotic damage while wearing this armor. You gain immunity to the frightened condition while wearing this armor.
Exalted: You have a +3 bonus to AC while wearing this armor. You can also cast the Command spell (save DC 17) while attuned to this armor, and you can target up to five creatures. You cannot use this ability again until you have completed a long rest. You gain immunity to necrotic damage while wearing this armor. While you are conscious, you and all friendly creatures within 15 ft of you gain immunity to the frightened condition while wearing this armor.
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, Combat, Warding, Str. 15 Required, Stealth Disadvantage
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