Armor (plate), legendary

This amulet is a metal cross with a ruby in the middle. It has four charges and you regain 1d4 charges every day at dawn. If you expend the last charge, the ruby breaks  and the amulet is useless until you get a new one. You can expend one charge to begin to channel a red beam at a target and deal 3d6 damage and heals you for half of the damage dealt. The target must have blood or the amulet does nothing, but you still expend a charge.

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: Str. 15 Required, Stealth Disadvantage

Finster

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