While wearing this armor, you gain a +1 bonus to AC. In addition, if the attuned creature is also attuned to or possesses another magical item containing a soul or souls, they may draw on the knowledge of a single soul. As a bonus action you may harness the power of a trapped soul gaining two of the following features of the trapped soul for one minute:
- Proficiencies (including saving throws), use your own proficiency bonus.
- An innate attack such as a breath weapon or claws, the creature whom this attack belonged to must be of a CR equal to your character level or lower.
- A class feature that the soul possessed, treat your character level as levels in the relevant class, you can gain features of this level or lower.
- Spellcasting - in this case you gain 2 spell slots, treat your character levels as levels in the relevant spell casting class, you gain one of the highest level spell slots and one of single level lower. You also gain 2 spells that the creature knew to cast using these spell slots.
Flawed. This armour is damaged and flawed, and consequently allows some of the feeling as well as knowledge of the soul you are harnessing to travel into you. Roll on the following table to determine the effect:
D100:
- 1 - The soul gains full control for the full minute, the nature of how it acts is down to GM discretion depending on the nature of the soul, as it just a fragment of the soul it will not attempt to learn more about the situation, instead taking stock and acting accordingly, its feelings at the time of death also may impact its actions.
- 2-10 - The soul has a lasting effect on your alignment, shifting it one place on either axis indefinitely. Movement determined by GM discretion, the creature may also develop new behaviors or habits that would've belonged to the soul which is now permanently harboured.
- 11-20 - The soul drains your energy and you suffer 2 levels of exhaustion.
- 21-30 - The soul drains your energy and you suffer 1 level of exhaustion.
- 31-40 - The soul wails in horror, inaudible to everyone else, take 2d8 psychic damage.
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, Requires attunement - True, Damage, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
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