Armor (plate), legendary (requires attunement by a Only a Paladin, Cleric or character of Lawful Good alignment can attune to the armor. Over the course of a short rest, the armor probes the players mind to see if they are worthy and good( what this looks like is up to the DMs discretion.) If a player ever becomes not Lawful Good, breaks their Paladin oath, or goes against their Cleric teachings they become unattuned to the armor.)

AC:18                                                                     Regain all charges after a long rest.         

As you level up the armor gains new benefits: (Wearer must be attuned to the armor to gain the following bonuses. If the wearer is not attuned the armor acts as normal plate armor.)

At 5 level: Radius is 5ft.               (3 charges.)

  • As an action, you can expend 1 charge and heal creatures in the radius for up to 5 HP

At 10 level: Radius: 10ft          (3 charges)

  • Choose from the following:
  • As an action, you can expend 1 charge and heal creatures in the radius for up to 5 HP
  • As an action, you can expend 2 charges to increase the AC of all creatures in the radius that you choose, by 2. This bonus lasts for 2 rounds. 

At 14 level: Radius:20ft           (4 charges)

  • Choose from the following: 
  • As an action, you can expend 1 charge and heal creatures in the radius for up to 5 HP
  • As an action, you can expend 2 charges to increase the AC of all creatures in the radius that you choose by 2. This bonus lasts for 2 rounds.
  • All friendly creatures that start their turn in the radius are healed for 2 HP. (passive buff, requires no action.  The person wearing the armor must be alive and conscious for this to work.)

At 18 level: Radius: 30ft         (5 charges)

  • Choose from the following:
  • As an action, you can expend 1 charge and heal creatures in the radius for up to 5 HP
  • As an action, you can expend 2 charges to increase the AC of all creatures in the radius that you choose by 2. This bonus lasts for 2 rounds.
  • All friendly creatures that start their turn in the radius are healed for 2 HP. (passive buff, requires no action. The person wearing the armor must be alive and conscious for this to work.)
  • As an action, you can expend 4 charges to activate a magic resistance. As long as a friendly creature is within the radius they have resistance to magic damage and they have advantage on Saving throws against magic. Lasts until the end of the encounter.

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: Only a Paladin, Cleric or character of Lawful Good alignment can attune to the armor. Over the course of a short rest, the armor probes the players mind to see if they are worthy and good( what this looks like is up to the DMs discretion.) If a player ever becomes not Lawful Good, breaks their Paladin oath, or goes against their Cleric teachings they become unattuned to the armor., Str. 15 Required, Stealth Disadvantage

phineassawyer

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