You have a +3 bonus to AC while wearing this armor. This suit of armor is reinforced with orihalcum, one of the hardest, lightest, and most flexible substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. In addition, if the armor normally imposes disadvantage on Dexterity (stealth) checks or has a Strength requirement, the orihalcum version of the armor doesn't.
While attuned to this armor you gain the following effects.
- Healing an ally causes them to have advantage on their next attack.
- The wearer may use an action to cast Fire Storm at 7th level. Once you use this ability, you can't use it again until the next dawn.
- The wearer may use an action to cast Mass Cure Wounds at 5th level. Once you use this ability, you can't use it again until the next dawn.
- The wearer may use a reaction to invoke a Divine Blessing, adding +10 to an attack roll made by an ally within 30ft of you. You make this choice after you see the roll but before the DM says whether the attack hits or misses. Once you use this ability, you can't use it again until the next dawn.
- When a creature attempts to grapple you while wearing this armor, they must make a DC 17 Constitution saving throw. On a failed save, they take 6d6 radiant damage and the grapple automatically fails.
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, Bonus: Armor Class, Stealth Disadvantage: Remove, Paladin or Cleric, Buff, Combat, Warding, Str. 15 Required, Stealth Disadvantage
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