Armor (plate), legendary (requires attunement)

Legend states that lightning cannot strike the same place twice. During the crafting of this armor, the smith was said to have been struck thirteen times within a minute. The electricity in the air was infused into the armor.

The wearer gains +2 on AC

The wearer gains resistance to lightning damage.

Charged: The armor has 4 charges. When struck by a melee attack by a creature within 5 feet of you, you can use your reaction to expend a charge, causing the creature to make a dexterity saving throw. The creature suffers 2d8 lightning or thunder damage (your choice) on a failed save, half us much on a successful save. Additionally, on a failed save, the creature is pushed back 10 feet from the wearer.

Two charges can also be expended on a successful melee attack, forcing the target to make a Constitution saving throw, dealing an additional 1d8 thunder damage to the target on a failed save and pushing the target 10 feet away from you. The thunderous boom of this attack can be heard up to 300 feet away.

The armor regains 1d4+1 charges on long rest.

The wearer can also forgo the lightning resistance, opting to take full damage and recovering 1d4 expended charges.

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, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

jarydm83

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