Armor (half plate), very rare (requires attunement by a fighter, barbarian, or paladin.)

You have a +3 bonus to AC while wearing this armor, and you are resistant to fire damage from area of effect spells.

This silver armor has short rope sticking out of the helmet, which covers a lot of the face. This armor has a special quality: If you avoid damage due to your AC, then the armor takes damage. The armor has 45 health to begin with, and is immune to all damage except for bludgeoning, piercing, and slashing. The amount of health left is shown by three lights arranged in an equilateral triangle on the chestplate. These lights are green between 45-31 health, after which they turn yellow and the armor looks generally worse for wear, from 30-16, after which the bottom two (The only ones left) turn red and the fuse ignites, but doesn't burn down and the armor is half gone. Once the armor reaches zero, it explodes. This deals 5d6 fire damage and 3d6 bludgeoning damage in a twenty foot area. All creatures affected must make a dexterity throw, taking half damage if they succeed, and full damage plus knocked back twenty feet and knocked prone. Every time the lights change, the AC bonus reduced by one. After the explosion, the armor is gone and rematerializes good as new, in your bag after the next long rest.

Curse: This item is cursed. After the armor is gone, if you fall below zero health, you explode in the same manner as the armor and are vaporized.

Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

Notes: Bonus: Armor Class, fighter, barbarian, or paladin., Damage, Combat, Cursed, Outerwear, evocation, Stealth Disadvantage

Item Tags: Damage Combat Cursed Outerwear evocation

TheRaceMaker

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