Armor (plate), very rare (requires attunement by a creature)

This ornate plate armour's made out of platinum and white gold, which was commissioned by a king months before going to battle. He divided to rob the grand majority of the city's coffers and store the money and riches in different chests that he divided in various wagons. His idea was that he'd be immortal if he had this armour powered by gold and had this much gold at his disposal. The king and his army ended up winning the battle, but when he returned home, the city's inhabitants were so furious by the decision that he took that not even all the gold in the world could save his life that day.

The Price to Pay. When you're reduced to 0 hit points while wearing this armour, you can choose to use your reaction and make the armour consume 400 gp worth of gold or gems that you have on your person (in a pouch, backpack or something similar; as long as it isn't stored in an extradimensional space like a bag of holding). The golden parts of the armour grow bright, and you're lifted off your feet from the ground, bringing you back to life. You regain 5 hit points, and a blast of pressure centered on you destabilizes enemies within 15ft of you. Hostile creatures within this area make a DC 18 Strength save or be pushed 10ft back and fall prone.

Once used, you can't do so again for 1d3 days.

Money is Power. After you finish a rest, you can expend 10 gp of silver, gold or platinum to increase the bonus AC from the armour by 1 (up to +3). In doing so, the armour will gain a flashing golden shimmer that grants you advantage on all Charisma checks. The AC gained through this property decreases by 1 daily at dawn if the armour didn't consume any precious metals during the past day until it reaches 0. When that happens, the armour loses its magical golden shimmer, as well as the magical properties that it provides. Thus, this feature can't be used until the next dawn.

Also, while the effects of this property are active, when a creature attacks you with a melee weapon attack, you can use your reaction to try to blind the creature with your armour. The attacker must make a DC 17 Dexterity save or be blinded until the end of your next turn.

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: creature, Str. 15 Required, Stealth Disadvantage

UnchartedFire

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