Armor (plate), artifact (requires attunement by a Cleric or Paladin of Bahamut)

Takes 1d3 days of prayer to attune to. You need three days worth of incense, a holy symbol of Bahamut and the armor needs to be worn. If the person attuning to it takes damage or is distracted in any kind of way must make a concentration check or start all over. 

This armor gives immunity to being Charmed, Frightened, Paralyzed, Petrified, Silenced. This armor comes with 5 charges, which you cast to use (1charge) Shield or (3charges) Counterspell +1 charge to cast at higher level. The charges that recharges after a long rest and prayer.

This armor can only be destroyed by the wish spell.

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: Charmed, Immunity: Frightened, Immunity: Paralyzed, Immunity: Petrified, Immunity: Stunned, Bonus: Armor Class, Must pray to restore charges or none will recharge., Cleric or Paladin of Bahamut, Healing, Buff, Utility, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
4/30/2020 9:33:04 AM
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4/30/2020 10:17:37 AM
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Item Tags: Healing Buff Utility Combat Warding

KnightofHope74

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