Cursed: This armor is possessed by the spirit of a past owner who was, and is, fixated with the idea of a honorable death in battle, as such it will register on the use of abilities that sense undead, such as the spell Detect Evil
This armor can only be unattuned by a spell such as Greater Restoration, dispel magic or similar effect.
Other than to sleep, or take care of other biological functions, the armor requires making a successful DC16 wisdom save by the character it is attuned to before it can be set aside. Even then, the attuned character must make a Wisdom saving throw vs DC16 once per hour if the armor is within easy access or immediately seek to reequip it.
Note: Setting aside the armor does not remove the atunement to it, even if it is removed to a different plane of existence the character will remain bound to it until unattuned by a magical effect such as those mentioned above.
Sentient: The spirit in the armor is sentient and fully aware of its surroundings, but can only communicate empathically, usually by prompting a desire in the wearer for a honorable and glorious death in battle. A spell such as Speak with dead will allow the spirit to communicate with the caster as per that spell's description as if it had been cast on a dead body.
Desire for Glory: While wearing the armor the wearer is under the following effects...
1) Reckless attacks: All melee attacks made by the wearer have advantage, but after such an attack anyone attacking the wearer has advantage on their attacks until the wearer's nest turn. A Wisdom save against DC16 is require not to use this effect in battle.
2) Lust for battle: As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started. If there is a path available to an enemy, a wisdom save vs DC16 is required at the beginning of your turn not to charge into melee using this bonus action if needed.
3) Disregard for safety: The wearer is immune to the Frightened and Charmed conditions, but must make a Wisdom save against DC16 to take any defensive action such as, the dodge action, the disengage action, retreating from battle, or even equipping a shield.
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: Immunity: Charmed, Immunity: Frightened, character willingly equipping the armor. If the character is already at their maximum number of attuned items they must chose one for the armor to replace., Str. 15 Required, Stealth Disadvantage
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