Armor (plate), legendary (requires attunement by a by betrayal (only one who has betrayed another may use this armor.))

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Stone of Betrayal. This ability may be used three times a day. You draw from the stone and power your armor. Choose one of the following:

  • You gain advantage on your next attack roll. If the attack hits, you deal double damage. If the attack misses, you are dealt 1d8.
  • You create a crystal shield and gain +1 AC. If an attack against you misses, you gain +1 AC which stacks to a maximum of +5 AC. If you take any damage, the sheild breaks and you lose all extra AC gained from this ability.

You may only use one of these options at a time.

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, Language: Abyssal, by betrayal (only one who has betrayed another may use this armor.), Damage, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage

Previous Versions

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5/19/2020 6:00:50 AM
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5/19/2020 9:41:06 PM
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Item Tags: Damage Combat Warding Cursed

DonutyBuffalo

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