This Armour piece builds its power when the wearer is damaged.
if the damage that the wearer has taken is between 1-20HP
Thunderclap: You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.
If the wearer has taken 21-40HP total damage
Thunderwave: A wave of thunderous force sweeps out from you. Each creature in a 15-foot Sphere originating from you must make a Constitution saving throw - DC 14. On a failed save, a creature takes 1d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes no damage and is not pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
The armour needs to be tended to as if it takes more than 50HP without being repaired it will break. It can be worked on by blacksmiths or patched by using blacksmiths tools.
Once this armour is fixed and the set is completed the damage to 4d8 with 25ft push in at 30ft sphere.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Stealth Disadvantage
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