This armor, used by an ancient group of knights long forgotten. when active, the armor allows one to keep on fighting and go beyond their limits even in critical, near death states
Prerequisites: must be level 8 or above, have the ability to rage, and have over 80 hp, must be proficient in heavy armor, and cannot have the ability to cast any magic above level 2 spells, however, the armor weighs nothing
While worn: acts as a normal plate armor would, however, you retain your bouns to dexterity, as well as gaining a +2 to any str/dex checks, the armor doesn't hinder ones movment, but still makes as much noise as any other set of plate
Activating: to activate the armor you must meet one of two conditions
1: must be in a dying state while conscious
2: must have at least one charge available, and be able to lose 20 hp, you may gain charges after 2 long rests, or from any spell or magic item that restores charges, you may also gain a charge after slaying 5 enemies within 30 minutes, or from any other way your dm decides, the armor starts with 2 charges however, gains a charge each time it levels up, up to 10 charges (to level up the armor, one must get the armors current level * 10 while the armor is active, this doesn't have to be done in one activation, but the kill count resets to 0 after each level. to level it up from level 1 - 2 you would need 10 kills, from 2 - 3, you must get 20 kills, and so on.)
While active: lasts for the armors level * 10 minutes, you deal double damage and you gain complete immunity to effects on the mind, at the cost of taking one and a half of all damage, any damage taken while the armor is active is ignored until after the armor is inactive, where the wearers health will be reduced to normal and the damage taken to their normal max health, if the dm decides, the wearer may also be rendered unconscious, until woken up or wakes up on a wisdom check (dc15) if the wearer is dying after the damage is applied, they must be healed, or otherwise taken out of the dying state before they die, if the wearer dies from the damage while after the effects, the wearer doesn't die immediately, however they must be healed by the start of their next turn, or within the next minute, otherwise they must meet a con check (dc18) to stay alive, or must have another item which allows them a second chance at living or let's them recover without manual activation from the wearer, (other beings can use manual items such as potions to heal, but the wearer cannot)
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: weighs nothing while worn, normal when carried, Str. 15 Required, Stealth Disadvantage
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