This set of plate armor almost radiates a sinister agenda, and leeches a will to fell those near.
While attuned, you have advantage on saving throws against spells and other magical effects.
This armor has 3 charges. Whenever a creature you can see within 60 feet of you dies, you may use your reaction to expend a charge. If you do, you gain 15 temporary hit points and have advantage on all attack rolls, ability checks, and saving throws until the end of your next turn.
The armor regains 1d3 charges daily at dusk.
Curse. This armor is cursed, a fact which is only revealed when you attune to it. Attuning to the armor curses you until you are targeted by remove curse or similar magic; removing the armor fails to end the curse, you cannot unattune willingly. While cursed, as long as you have temporary hit points that were granted by this armor, your first attack on each of your turns is taken against a random creature.
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: Set: Armor Class, (requires attunement), Str. 15 Required, Stealth Disadvantage
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