Armor (any medium or heavy, except hide armor), rare (requires attunement by a Requires attunement by a creature of good alignment who has suffered exile, disgrace, or unjust punishment)

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.

 


Base Properties (Always On)

Adamantine Relic Plate (Heavy Armor)

  • Counts as adamantine armor (critical hits against you become normal hits).

  • You have advantage on saving throws against effects that would restrain, paralyze, or petrify you.

  • While wearing this armor, you cannot be forcibly moved against your will unless you choose to be.

This is Corveth’s first lesson: the line does not move.


The Enduring Mantle

Once per long rest, when you would be reduced to 0 hit points, you instead drop to 1 hit point and immediately gain:

  • Temporary hit points equal to your cleric level + your Wisdom modifier

  • You are immune to being frightened until the end of your next turn

 

If you choose to take no hostile action on your next turn, the temp HP doubles.

Corveth endured so others could survive. The armor remembers that.


Quiet Miracle

While attuned, mundane violence against you sometimes simply… fails.

  • Nonmagical weapons striking you leave no mark

  • Blood does not stain the armor

  • Blows land, but feel wrong, as if striking a memory instead of flesh

This has no mechanical bonus—but NPCs notice.


Twilight Resonance

When you activate Twilight Sanctuary, the armor subtly changes:

  • The twilight radius is dimmer, calmer, quieter

  • Creatures who gain temp HP from your sanctuary also gain advantage on their next saving throw against fear or charm

 

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: Immunity: Critical Hits, Requires attunement by a creature of good alignment who has suffered exile, disgrace, or unjust punishment, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Eryk_Stormbright

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