While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can’t heal anyone again until the next dawn.
While attuned to this armor, it does not impose disadvantage while swimming and you gain water breathing.
Additionally, while this armor is wet, you gain 20 movement speed. Inflicting or receiving fire damage dries it out.
Once per day, as a bonus action, you can impose a DC 17 intelligence saving throw on a target, causing them to forget their two highest level spells until the next day at dawn.
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: Speed, Ignore: Heavy Armor Speed Reduction, Requires Attunement, Armor, Str. 15 Required, Stealth Disadvantage
Previous Versions
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