Armour Proofing Tier 1: While wearing this armour, if you would take 6 or less nonmagical slashing damage before resistance is applied, you take none of that damage instead.
Decorated: This armour is adorned with a holy symbol and can be used as a spellcasting focus for cleric and paladin spells. (Symbol of Apollo).
Locking Joints: This armours hinged joints can be locked in a quick motion from the wearer. While wearing it, you make Strength (Athletics) checks to oppose attempts to shove you with advantage.
Spiked: This armour has been modified with spikes and deals 1d4 piercing damage to creatures attacking with unarmed strikes or natural weapons that aren't magical.
Runic: This armour can be imbued with Rune Magic.
Phoenix Rune:
When you're reduced to 0 hit points and start dying while wearing this armour, this rune immediately casts fireball centred on you. At the start of your next turn, instead of rolling a death saving throw, you regain 1d6 hit points. Once used, this property can’t be used again until the following dawn.
Spellcasting Enchantment:
This armour has four charges, recharging each day at dawn.
While attuned, you can expend a charge as a reaction to cast Counterspell at third level.
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: Immunity: Critical Hits, Str. 15 Required, Stealth Disadvantage
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