Armor (plate), very rare (requires attunement by a Must don the armor)

AC +2

Berserk:

As a bonus action the wearer can activate the enchantment. While active the enchantment gives advantage on Strength and Dexterity checks and saving throws. The wearer can only make melee attacks while the enchantment is active and all attacks have a +2 to damage. The enchantment gives the wearer immunity to the Charmed, Fear, and effects that would put the wearer to sleep. The enchantment ends if the wearer goes unconscious, dies, or after 10 minutes.

When no more enemies are present and the enchantment is still active, the wearer must make a Wisdom saving throw DC 15 on a success the enchantment ends early on a failure the wearer must attack the nearest creature to them. If the wearer has the Extra Attack feature then they must use all their attacks. The saving throw can be attempted again at the end of each of the wearers turns.

After the enchantment ends the wearer suffers 2 points of exhaustion.

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 don the armor, Str. 15 Required, Stealth Disadvantage

Joseph_Joestr

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