Armor (plate), legendary (requires attunement)

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal & Draconic.

While wearing this armor you can spend 2 charges on a successful attack to absorb some of the life force that was just spilled from your target. You gain 2d4+10 temp HP. 

This armor has 10 charges and regains 1d4+2 charges each midnight. When the last charge of this armor is used, roll a percentile die, on a 1-30 the armor takes life energy from its bearer to sustain it's self deal 2d4+10 necrotic damage to the wearer and the last charge fails to activate. on a 31-100 the last charge activates like normal and the armor is looses all its bonuses and acts as normal plate armor until it regains at least 1 charge. The curse stays in effect.

In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal 1d6 slashing damage,  and 1d8 Necrotic damage with a +1 bonus to attack rolls and damage rolls.

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by a Wish or Alaruonn gives you permission to remove it. While wearing the armor, you have disadvantage on attack rolls against Black Dragons and on saving throws against their spells and special abilities.

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, Language: Draconic, Bonus: Unarmed Attacks, Damage: Unarmed Attacks, Damage: Necrotic, Damage, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
12/9/2021 4:52:39 PM
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Item Tags: Damage Combat Warding Cursed

Hawkeyes117

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