Armor (plate), very rare (requires attunement by a Must wear for 1 hour in the daylight)

The armor renders a magical field around one creature that grants 10 temporary HP upon begin struck by a melee or magical attack. The temporary HP appears after the damage is taken from the inciting attack. Immediately after granting the temporary HPs, the effect Jumps to the nearest friendly player within 25 feet (no change to AC to new player). The effect can Jump 2 times per day only after the current affected player is hit by a melee or magical attack. A total of 3 separate players can each be granted 10 temporary HP per day.

If there is no friendly player within 25 feet, the jump effect dissipates in a flash of light and is consumed as if it affected a nearby player.

Psychic, inhaled, or ingested damage does not trigger the magical effect or the Jump. 

The armor requires dawn’s light (or daylight spell or similar) to recharge. The temporary hit points last until the armor is recharged. You have a +1 bonus to AC while wearing this armor.

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: Armor Class, Must wear for 1 hour in the daylight, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

DJ_Anduril

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