(Note: This item is a largely subjective one and in many regards under control of the DM/ the DMs discretion, use with caution)
Armor of Conviction. Wearing this armor, the users armor class varies depending on their strength of determination and will. The Armors bonus ranges from no bonus for a character uncertain in belief and standing to +3 for a true paragon of valor and steadfastness. This bonus might be changed at any point at the DMs discretion. Generally only at moments of significant character development to the user.
Reflective Appearance. The Armor changes with its bearer. A proud paladins armor may be adorned by wings, carved lions and eagles in shimmering gold, while an Oathbreakers armor has a color like the darkness of its wearers soul, while adorned with sneering demonic faces.
Good - Evil: If the armor is worn by a good aligned character, it looks like gleaming silver or gold. Shedding dim light for 5ft around the wearer or if exceptionally good 5 ft of bright light and 5 additional ones of dim light. Neutral aligned characters would wear one of matt greys or steelish shine instead. Evil aligned wearers would be wearing an armor of black or red that dims bright light 5 ft around them or creates 5 ft of darkness if already in dim light.(This effect has no influence in battle regarding advantage, but affects the shadow blade spell and gives enemies disadvantage on perception checks against the wearer as long as they remain motionless or if they are only based on sight.)
Neutral aligned characters all the while get advantage on saves against effects that either push or knock prone, while they do not take half the damage if pushed by the effects of the thunderwave spell if that second roll alone succeeds. (you roll twice on the save and are not pushed if the second or the first succeed, but take the full damage if the first roll does not succeed, no matter if the second one does.)
The magical appearance of this armor grants a bonus to persuasion rolls and intimidation rolls depending on the alignment. Characters have a bonus to persuasion to other characters of the same alignment on the good-evil spectrum equal to the bonus to AC the armor offers and a bonus on intimidation rolls on characters of an opposite alignment. (neutral characters thus only get a persuasion bonus)
Lawful - Chaotic: The ornaments of the Armor are correspondent to the Lawful - Chaotic alignment of the wearer or just take the appearance of a nature best representing teh character (e.g. a proud knights armor could be adorned by eagles or lions, while a rash and unpredictable warriors could be decorated by a wild dogs angry open maw bearing its fangs)
Enemies aware of the armors nature may gain advantage on insight rolls made against the wearer, if the wearer belongs on either side of good or evil, while neutral characters stay largely unaffected.
Armor of Fate. In many regards is the armor sentient while not intelligent and needs a host to have an identity of its own. Thus it does not want to part with any of its wearers. Can be equipped to a humanoid that has recently died to revive and stabilising the wearer, while automatically attuning with the donning of the armor. It proceeds to close its wearers wounds - having a symbiotic relationship with its wearer restoring 2d8 hit points upon donning the armor.In Exchange, it feeds on the wearers energy. At the end of each long rest the armor steals a part of its wearers energy equal to 3 + the bonus to AC provided by the Armor of Conviction feature. For each point stolen, the wearer must give up one hit die or spell slot. Higher level spell slots pay for an amount of points equal to the level and any combination of hit die and spell slots can be used to do this (for example with a bonus of +2 to AC, a total of 5 must be paid, in this case with 2 hit dice, one 1st level spell slot and one 2nd level spell slot). The armor though helps with additional lifeforce in times of need, instantly regaining one hit point on a successful death save.
Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a 5th level remove curse spell or similar magic. If the armor is removed the character has to make a charisma saving throw against 20 or instantly hits zero hit points, having to roll death saves, that can't be prevented by healing or stabilising magic. If they die through this manner, their soul gets absorbed by the Armor. Which can be prevented through the use of the Soul Cage which revives the former wearer at one hit point. Else nothing short of a wish can revive them.
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, Bonus: Intimidation, Bonus: Persuasion, Advantage: Saving Throws, Damage, Social, Combat, Shapechanging, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
Previous Versions
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