A set of ornate suit of plate armor, the helm is missing. I appears clean and free of any damage from battles or other origins. The suit may appear in different colors, but it is often described as in a shining, cold bone white with additional ornaments in a wine red, telling stories of ancient wars. Although the armor is lighter than steel, its durability rivals that of adamantine. If a part of the armor is separated from the rest, it seems to vanish from existence. Any attemps to recreate the alloy was ended in failure thus far. When you encounter the armor of the first time, you hear the laughing and sobbing of a child, but it seems to have no certain point of origin. You can attune to the armor by spending 48 hours in meditation, in which Amenta is contacting you telepathically and tries to find out who you are. The armor carries 10 charges, regaining D3+3 each dawn.
Sentience. Amenta is a sentient, chaotic good item, with an Intelligence of 13, Wisdom of 8 and a Charisma of 16. She can speak, read and write Common and Infernal, but she prefers telepathic communication with the carrier of hers. She is unable to see or hear her surroundings, relying completely on her wearers senses once donned.
Personality. In her life, she was a Tiefling kid, which was captured by a corrupted artificer called Ballag Cabar, who forged this armor as his master piece. In it's original form, the process was meant to burn her soul and used that power to enchant the suit. But the process failed, and Ballag's soul faced this fate, while Amenta was drawn out of her body and cast into the armor. There, she has has been residing since. She is unable to notice her surroundings and is sitting in a cold darkness, left to the elements. Because of this, she is very afraid of everything, especially fiends and undead. Also when a lot of people are around or they have a high status. She is looking for someone who is able to protect her from these entities and can make her strong. She is looking for someone she can play with, but is not that much invested in pursuing good or bad, except someone explains her why it should matter to her. Also she does not like its wearer to wear a helmet, as she is not able to see or hear that much anymore. She will complain loudly to make the carrier take it off, except there is a good reason to keep it on.
Scars From The Forging Days. When Amenta was created, her infernal essence went into the armor, also. As long as you wear this suit, you have resistance to fire damage. If you are resistant to fire already, you become immune instead.
Amenta's Help. Amenta is able to empower the armor she is trapped in. At will, she can cast the haste spell on you, spending 3 charges and holding the concentration. She will usually do this when she is afraid or she anxious. Sadly, she is not very good at holding the concentration. At the end of your turn, or whenever a creature rolls a critical hit against you, roll a D20 (add one for a critical hit). On a 1 she loses concentration with all consequences which are written in the haste spell. You may expend one charge to reroll a 1, but after that, you have to add a D20 to all subsiding rolls for holding concentration.
You may also draw from Amenda's inner reserves to regain your vigor. After a long rest, you may spend any number of charges available. For every two charges spend (rounded down) you regain one hit die.
Unknown Alloy. The origin of Amenta's alloy are lost in time. It's effectiveness, though is not. the armor has a weight of 40 lb and does not impede disadvantage on your stealth checks and is able to repair herself over the course of time if she got damaged somehow.
Distain For Filth. Amenta hates dust, filth and bad odor. She is able to cast Prestidigitation on herself (and by extend her carrier) . Also she uses the spell to change the armor's color, to give feedback on her mood. She expects her carrier to stay away from actions that might cause her to become soiled. If the carrier does anyway, Amenta will try to prevent that by charming him or her.
Cursed. Once you donned Amenta, she will not let you go anymore. Also she is very upset against any companion who might rival her in your attention. She will not let you go, as you might never come back, or even worse: get into danger and she is not there to protect you. Using a "remove curse" spell of 7th level or higher on her, will end the curse, but you will also destroy her personality and the essence in the armor. In this case, the suit becomes a plate armor+3 without further effects.
Addendum FAQ:
Can I wear Gaunlets or boots that are magic items?
As of right now, no, also you can't wear rings, except you have attuned to them before you donned the armor. Be aware, that you also can't take off rings anymore.
Is it possible to doff the armor for sleeping?
No you take all the disadvantages (1/4 of hit dice and no reduction of exhaustion) when having a long rest. Don't anger the cleric ;)
Can I wear a hat?
Yes, a hat is ok for Amenta, same goes for goggles.
Can Amenta cast into a ring of spell storing?
No, the only eligible target is the player character.
What does immunity from "non magical fire damage" mean? What determines whether something is magical or not?
Some creatures or environment don't create fire magically but in more "mundane" ways. For example Salamanders create their body heat as part of their biology. In these cases you are immune against these fires, heat and consequences that arrive from it (for example you can also inhale super heated air that would cook/poison your lungs normally, but only if it's origin is from a non magical fire in nature. So the poison breath of a Black dragon would not be subject of your immunity). What is and is not subject of this immunity is up to the DM. As a baseline you can assume that any damage from magical weapons, originates from a spell, or ranged spell attack (like "Hurl Flame" from a Barbed Devil) is magical in nature.
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: Resistance: Fire, If Amenta not able to hold haste for longer, you can expend one charge to ignore the result. If you choose so, you roll another D20 at the end of your turn to determine when the spell ends. Reset the number of dice after the spell has ended. , character the Amenta trusts and seeks protection from, Str. 15 Required, Stealth Disadvantage
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