The helmet is a three-pointed conglomeration of metal plating, with two sharp eye holes, and is warm to the touch. When the creature attunes to the item, the veins in their neck glow like fire, and the eye holes blaze with fire. The helmet gives resistance to fire damage and has 6 charges. One charge can be used to cast scorching ray, and 3 charges can be used to cast fireball. The helmet regains 1d6 charges every day at dawn. If the helmet reaches 0 charges, roll a d20. If it's a one, the helmet explodes and incinerates the person wearing it.
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, Any creature can attune to this item, but it takes 4 hours and is permanently attached to the creature. , Str. 15 Required, Stealth Disadvantage
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