Armor (studded leather), rare (requires attunement by a day spent adventuring and fighting in the dragon's natural environment. During which, you subconsciously and magically align with the item, granting it's magical properties in full.)

Made from the hide of a dragon, this armor is of superb craftsmanship, reinforced with subtle, (Dragon-Color) hued studs, clasps and buckles, all fashioned from dragon scales. The armor is light and flexible, the leather-work and craftsmanship have resulted in a matte finish that does not reflect any light or draw the eye from a distance. As such, the wearer gains the full protection of the armor without restriction to movement (full DEX modifier bonus to AC) and advantage on stealth checks against enemies who are more than 10ft away. When looked directly upon, the quality, rarity and value of the item are obvious to anyone inside 10 feet. This makes the wearer appear to be of substantial means and status, granting advantage or disadvantage accordingly when dealing with NPCs such as thieves, bandits, merchants etc.

Attunement: After adventuring and fighting in the natural environment of the dragon from which it is crafted (cold mountains or ice caves for white, searing heat or lava fields for red... consult with your DM/GM) for a full day, your movements, intentions, and body temperature align with that of the item, granting it's magical properties in full.

Once attuned; the armor grants resistances and innate magical properties of the dragon from which it is crafted (Cold for white, Fire for red, and so on) including immunity to fear. The DC wisdom save for the curse on this item is also reduced to DC 14 wisdom.

Cursed: This armor (while worn) imbues the protections and resistances natural to a dragon, but also the greed. Players who wear this armor cannot remove it unless they succeed on a DC16 wisdom check. On a failed save, they cannot attempt to remove the armor again until after a long rest. Additionally, the wearer will not willingly part with items of value (anything magical or worth 100g or more). They must make the same saving throw (DC 16 Wis) in order to overcome the influence of the dragon. On a failed save, the wearer will not only fail to (willingly) part with the item or currency, but will become openly hostile towards any (players or NPCs) they feel are attempting to take from their 'hoard.' When looting an area, container, or enemy after battle (if the wearer is conscious), the wearer will attempt to claim all loot for him/her self unless they make their Wisdom save or are successfully persuaded by a party member or NPC. In the event of a 'transaction' where the wearer is negotiating with a merchant, the wearer must still make their wisdom save. On a failed save, the wearer does not become hostile, but becomes stingy with their 'hoard' and will not agree to purchase any item at the initial price or higher. If the wearer is not successful in negotiating a lower price, they will end the encounter abruptly and storm away, empty-handed, usually to the displeasure of the merchant and the players' companions.

Due to the nature of the curse; it may only be removed by a priest or cleric of Bahamut, but may (at GM/DM discretion) lose some of it's magical properties in the process.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Notes: Resistance: Cold, Immunity: Frightened, day spent adventuring and fighting in the dragon's natural environment. During which, you subconsciously and magically align with the item, granting it's magical properties in full.

Dynex