An enchanted set of green-brown-red plate armor with claw-like gloves which, upon being donned, fills the wearer with vigor
adds 3d6 bludgeoning damage to unarmed attacks and adds an extra 2d6 damage to other melee attacks, gives the ability to breathe underwater, resistance to bludgeoning damage (armor takes the damage), and allows lifting of 5 times your carrying capacity rather than 2 times, all at the cost of being slower and less dexterous (-8 to dex, cannot go below 1)
upon either being worn or the identify spell is cast on it, the wearer will realise the armor is cursed, unable to be doffed without shattering, upon shattering, releases a blast of water, knocking everything that is both in a 10ft radius and isnt nailed to the ground 30 ft away and dealing 1d6 thunder damage, to shatter the armor, 60 bludgeoning damage must be done in one attack to 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: Bonus: Dexterity Score, Damage: Unarmed Attacks, Damage: Melee Weapon Attacks, Resistance: Bludgeoning, Medium sized creature, Str. 15 Required, Stealth Disadvantage
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