This armor is made of elderwood which has been giftend to the ancestral guardians of the druidic tribe of Kimbuudu who have blessed this wood giving it magical properties. This armor functions as +2 plate but does not have a strength requirement.
The armor has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the srmor loses its properties and becomes nonmagical plate.
Spells. You can use an action to expend 1 or more of the armor's charges to cast one of the following spells from it, using your spell save DC: speak with animals (1 charge), awaken (5 charges), conjure animals (3 charges), locate animals or plants (2 charges), entangle (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
Wildshape Modification. When you use wildshape you can as an additional cost expend one charge to temporarily increase the cr of a creature you can turn into with this feature up to a maximum of cr equal to half your druid level. Additionally when you transform with this feature you can transform into a creature the following creature types instead of a beast depending on your alignment. Celestial (good) Fiend (evil) Plant(neutral) fey(chaotic) construct (lawful)
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 by a druid., Utility, Str. 15 Required, Stealth Disadvantage
Previous Versions
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Coming Soon
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