A dark armor full of sharp edges and the power to save those determined to live. This armor once belonged to an Undine, a water elemental that takes the form of a woman, but this being is now lost to history. The armor has a heart symbol in the middle that contains the power of the armor and it's wearer. Once the wearer drops to 0 hp, the heart symbol breaks and the armor has to be repaired for approximately 2,500 gp.
The armor has 60 charges, wich will be consumed permanently. If all charges are used, the heart symbol cracks and has to be repaired to regain charges. Once attuned to this armor, you gain +2 hit dice / level (and roll for higher max hp as if you levelled up. This roll is always the hp gained whenever the armor is donned) and gain the following abilities:
Freeze shield. The wearer freezes one opponent in place, reducing thier speed to 0 ft., but only has a 10 ft. reach and the opponent gains a magical shield. Once the opponent is frozen, it gains it's dexterity modifier to it's AC (even if already applied), simulating the effect fo it maneuvering the shield it gained. The creature inflicts disadvantage on spell attack rolls, but spells aren't effected by the AC change unless it got lower, and the creature is now vulnerable to any damage dealt by spells, unless immune. You can toggle this at will, but the effect turns off if you leave 30 ft. of the creature. this requires 5 charges every minute.
Magic spear. The wearer can cast Magic Missile at 5th level at will by expending 1 charge, but only at 5 ft. range and the wearer can't make any other actions (including bonus actions).
Determination. The wearer can heal itself 3d20 hp by expending 3 charges.
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: lawful creature with 10% hp or lower. Attunement and donning is immediate. Unattunes after the battle is over., Healing, Damage, Buff, Debuff, Movement, Combat, Consumable, Outerwear, Str. 15 Required, Stealth Disadvantage
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