Armor (plate), rare

This item has 3 charges. It regains 1d3 charges at dawn. As a bonus action, you can expend a charge to activate the armor, causing it to burst into flame for one minute. The armor continues to burn until deactivated and ceases to burn. The armor deactivates after one minute, when its wearer is rendered unconscious or dies, or when its wearer deactivates it as a bonus action.

When the armor is activated, the wearer must make a DC 10 Constitution saving throw, taking 2d8 fire damage on a failure and suffering disadvantage on attack rolls and ability checks until the armor is deactivated or removed. The wearer can repeat this saving throw at the end of each turn following the turn that the armor was activated.

If the armor deactivates due to reaching the end of its 1 minute duration, the wearer must make a DC 15 Constitution saving throw or suffer a level of Exhaustion.

While the armor is activated, it has the following properties:

FIRE! HOT! A creature that touches the wearer or hits them with a melee attack while within 5 ft. of it takes 1d10 fire damage.

Illumination. The armor sheds bright light in a 30- foot radius and dim light in an additional 30-foot radius.

 

You’ve Got the Touch. You can ignite flammable objects that are not being worn or carried by touching them. Additionally, your unarmed attacks deal an additional 1d6 fire damage.

 

 

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: Stealth Disadvantage: Remove, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Rahmul

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