This armour is much lighter than standard plate counting as medium armour for those without heavy armour proficiency. Once per long rest you can use an action to set the armour ablaze. You gain resistance to fire damage and it provides bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that ends its turn within 5 feet of you must make a dexterity saving throw. The creature takes 1d12 fire damage on a failed save, or half as much damage on a successful one (DC12). This lasts up to 1hour and you can dismiss the flames as a bonus action saving the remaining time for late use. At dawn the armours remaining time resets to 1 hour.
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: Proficiency: Heavy Armor, Armour, Str. 15 Required, Stealth Disadvantage
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