Armor (plate), legendary (requires attunement by a By a paladin)

A simple set of steel plate with etchings of flames on the edges. While wearing this armor the wearer can magically heal burn scars leaving discoloration ranging from slightly noticeable to strange abnormal colors at the wearer's discretion (note this is purely roleplay and does not heal damage) 

While wearing this armor the wearer gains resistance to fire damage and advantage on saves against being charmed and frightened

When an ally within 30ft of you takes damage you can instead redirect it towards yourself as a free action by sacrificing a spell slot when you take damage this way deal fire damage as you would with divine smite.

Once per week when you come back from 0 hitpoints either by stabilizing or being healed a blast of flame goes off in a 15ft radius centered on you dealing 1d4 fire damage per paladin level and can be further enhanced with additional d8s by expending spell slots 

While attuned to this armor you can sacrifice your own health to heal an ally every 2 points you lose your ally gains 1 hitpoint 

All friendly creatures within 30ft of you get advantage on death saving throws when you are below 50% hitpoints

When below 25% health fire damage heals you for half of the damage that you would take before resistance

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: By a paladin, Str. 15 Required, Stealth Disadvantage

Shurgatal

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