Armor (plate), legendary (requires attunement by a Must be chosen by Hades)

You have 3 Orbs revolving around you during combat. Orb or chains, Orb of darkness, Orb of Fire. You can activate this orbs as a bonus action, Once a orb is used it can't be used again until dawn.

Orb of Chains: Up to 3 creatures you can see Must make a STR saving throw(spell save). If they fail dark chains sprout out of the ground and those creatures are restrained for 1 minute. They can retry the saving through at the end of their turns.

Orb of Darkness: The armor mimics casting the Darkness spell but with these changes. The darkness can be up to 60ft and you can see through the darkness.

Orb of Fire: The armor erupts in flames that don't hurt you. The flames last for 1 minute, while in flames you have resistance to cold damage. Also When ever you are hit with a melee attack the attacker takes 2d8 fire 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, Must be chosen by Hades, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

nightsbane3146

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