Armor (plate), artifact (requires attunement by a Attunement needed by spell caster. On an attunement it has 5 charges each charge when used can give back 2d8 health back to wearer.)

When equipped AP 17 + Con. The armor has 5 charges when attuned, use a charge to regain 2d8 health. The armor gives advantage on STR and RIZ saving throws. Each turn the user must make a DC 18 CON save, if failed they go mad and will attack a player or NPC at random. 

The armor will take on a diffrent appearance for each person who wears it. If the wearer cannot decide then chose from the table below.

roll a D6

1-snake

2-wolf

3-pig

4-owl

5-lion

6-horse

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: Attunement needed by spell caster. On an attunement it has 5 charges each charge when used can give back 2d8 health back to wearer., Str. 15 Required, Stealth Disadvantage

DaveWatson

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