This armor is made of light and flexible scales of an unknown creature. This armor does not impose disadvantage on Dexterity (Stealth) checks nor has a Strength requirement.
You have a +1 bonus to AC while wearing this armor.
Cursed. You are charmed by this Armor, you cannot willingly part with it. This armor cannot be doffed.
The wearer of Animus is affected by additional conditions based on the number of other Anauria artifacts attuned to them. Each Anauria artifact attuned does not use additional Attunement slots past the first.
When the bearer of this Artifact of Anauria comes into sight of another bearer of an Artifact of Anauria they must make a DC 10 Wisdom Saving throw or be driven to attack the other bearer for 4 turns. Each additional Artifact of Anauria attuned by the bearer of this item increases the Wisdom Save DC by 2. Each successful save increases the DC of the next save by 2 and the save must be made at the start of each of the bearers turns unless the bearer is already attacking the other, only a failed save resets the DC.
Dormant:
Animus has 10 Charges. You can spend charges to cast the following spells using Constitution as your Spell Casting Ability Modifier:
2 Charges: Shield, Absorb Elements
4 Charges: Counterspell, Dispel Magic
5 Charges: Death Ward
8 Charges: Globe of Invulnerability
These charges only regenerate by allowing Animus to drain the strength of the wearer. After you complete a long rest you may spend hit dice up to half of your total. For each hit dice spent roll 1d4 [roll]1d4[/roll], Regain that many charges and take double that amount in Necrotic Damage. This damage cannot be prevented or reduced in any way.
Awakened:
You have resistance to Radiant and Necrotic damage while wearing this armor. Additionally, Animus increases to 15 charges max.
Intrusive Echoes:
Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, echoes of Animus' will emerge and overtake your perceptions and experiences. You might see people around you as someone other than who they are, or you become disoriented by a double-experience of the world around you. Roll on the Intrusive Echoes table to determine the effect of these vivid memories and perceptions. [roll]1d6[/roll]
| d6 | Effect |
|---|---|
| 1 | You are charmed by a creature you can see (of the DM's choice) for 1 minute or until the creature damages you. |
| 2 | You are frightened by a creature you can see (of the DM's choice) for 1 minute, or until the creature damages you. |
| 3 | You perceive another time or place around you until the end of your next turn. During this time, you are blinded to your actual surroundings. |
| 4 | You perceive a different time or place overlapping your surroundings. Your speed is halved until the end of your next turn. |
| 5 | Memories and sensations overwhelm you. You are incapacitated until the start of your next turn. |
| 6 | Your memory is one of triumph. You can reroll the ability check, attack roll, or saving throw that you just made. You must use the new roll. |
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Stealth Disadvantage: Remove, Bonus: Armor Class, Resistance: Necrotic, Resistance: Radiant, Combat, Warding, Stealth Disadvantage