Armor (plate), varies (requires attunement by a Armorer Artificer Lv 12)

This is a set of armor that can only be worn and modified by an Artificer that is an Armorer. Additionally, this armor counts as multiple magic items equal to the number of Modifications divided by 2 rounded up for the purposes of the maximum number of magic items a creature can be attuned to.

The Major Modifications that have been made to this set of armor are:

Lightened Metal: This armor counts as medium armor for the sake of proficiencies and has a maximum Dex bonus of 2 even though it is Full plate armor but still gives the donner an AC of 18 without the Dex Bonus.

Adaptive Scrips: Even though this armor is already a magical item it can still be infused with artificer infusions the number of infusions that can be attached to each part of the set (boots, helmet, and the armor's special weapon) is equal to the attuned artificer's Lv divided by 4. Additionally, if one of the infusions effects the entire suit of armor (Ie. Enhanced Defense) then that infusion takes 1 available infusion slot from each part of the armor (boots, helmet, and the armor's special weapon).

Combined Model: This armor can be both an infiltrator and guardian model for the Armor Model class feature from the Armorer Artificer sub-class.

Enhanced Magic: Whenever the attuned donner of this set of Armour deals lightning or thunder damage that originates from an ability from this Armour (Ie. Lightning Launcher or Thunder Gauntlets) you can apply the effects of the cantrips Shocking grasp or Lightning lure. Additionally, when the attuned donner of this set of armor gains temporary hit points from an ability that originates from this set of armor it gains 1.5 time the amount instead. Finally, any additional increase in movement speed that originates from this set of armor is doubled. 

The Minor Modifications to this armor are: 

Shocking Touch: As a bonus action you can cause electricity to flow through this armor for 1d4+1 rounds. During this time whenever you are hit by a creature or hit a creature with an unarmed attack, a gauntlet type weapon, or a touch-based attack/action/spell you can deal lightning damage equal to your Int mod. Additionally, at the beginning of each of your turns while this ability is active you take lightning damage equal to your Int mod. You can only use this ability a number of times equal to your proficiency mod divided by 2 rounded up per long rest.

Lightning burst: Whenever you move 5 ft or more you can move an additional 5ft as part of that movement. You can only use this ability once per turn and a number of times equal to your proficiency mod per short rest.

Conductive Strike: Whenever you attack and the opponent you are attacking is wearing metal armor you can use this ability to add a 1d4 to the attack roll. You can use this ability again after 1dProf Mod turns.

Reactive Launcher: Whenever you miss an opportunity attack with your Thunder Gauntlets you can use this ability to make another opportunity attack to the same creature with your Lightning Launcher. You can only use this ability a number of times equal to your proficiency mod per long rest.

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: Armorer Artificer Lv 12, Str. 15 Required, Stealth Disadvantage

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