Armor (half plate), varies (requires attunement by a being worn. must roll a survival save of 6 or above or wearer can come back from the dead with full health but must re-roll for sanity. If you fail your save you will go animistic and attack/destroy anything and everything, you're unable to think, just fight. If you die whether sane or insane you will be brought back and must roll another survival save.)

It is said the first wearer of the armor was poisoned with a drug that causes madness. The first wearer spilled the poison on the armor causing whoever wears it with a weak will of mind will go insane, but all who have worn it claims to be immortal while wearing it. No one has ever been able to prove or disprove the restorative properties of the armor.

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: Bonus: Ability Score Maximum, being worn. must roll a survival save of 6 or above or wearer can come back from the dead with full health but must re-roll for sanity. If you fail your save you will go animistic and attack/destroy anything and everything, you're unable to think, just fight. If you die whether sane or insane you will be brought back and must roll another survival save., Stealth Disadvantage

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