Armor (leather), legendary (requires attunement by a Long rest )

This Armor is completely made of wood and is fairly Durable it was created by a group of Durids who where forced to fight to prottect there land from those who saut to bring harm to it.

[Unawakened State]

This armor can take up to 53 points of damage befor being broken

Repairable with tree bark but must succeed on a DC20 Nature Check 

(This will only repair the armor temporarally)

+2 AC 

resistance to Bludgning, Slashing, and Piercing Damage

[Awakened state] 

{But requires the following list}

~ Bark from The World Tree

~ Sap from a Grandfather Tree

~ 5 large dragon scales 

~ must be done during a full lunar eclipse 

 

Sentience - the Armor of the Everlasting Forest is a sentient Neutral Armor with an intelligence of 23, a Wisdom of 20, and a Charisma of 19. it has hearing and True sight out to a range of 120ft.

The Armor can communicate telepathically with its wielder and can speak, read, and understand Celestial, Primordial, Supernal, and Common 

Personality - The Armor of the Everlasting Forest insists on precision and Facts above all else. Once The Armor of the Everlasting Forest bonds with its owner it will share its ideals, its loyalty is absolute. The Armor of the Everlasting Forest is a Hardheaded perfectionist and will not settle for anything less than perfection no matter the cost.

Gaia's Strength

+4 to AC (Armor becomes Unbreakable)

immunity to Bludgning, Slashing, and Piercing Damage

Child of Light

while in direct natural sunlight the attuned wearer gains 5D10 HP every hour, and 2D6 Temperary HP every hour

Druidic Safeguard

When attuned the armor fuses with the wearer and it becomes Soul Bound 

Allows the Attuned wearer (1) Legendary resistance per day 

resets every day at Dusk 12:00 AM

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Notes: Bonus: Armor Class, Immunity: Bludgeoning, Piercing, and Slashing from Nonmagical Weapons, Bonus: Hit Points, Bonus: Temporary Hit Points, Long rest

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