Armor (plate), legendary (requires attunement by a A character who successfully established a psychic link to the armor)
This suit of armor is made from masterwork craftsmanship as well as many legendary material's and refined to near perfection, it seemingly has a will of its own. Taking the form of a 30ft tall suit of purple and red armor with sharp edges, flexible joints and a small cockpit within its chest cavity.

Sentience: The armor has an Intelligence score of 14, a wisdom score of 14, and a Charisma score of 14. The armor has a +12 in Intimidation, Investigation, Insight and it can communicate telepathically with any one creature who dons it.

To establish a psychic link with the suit of armor Over the course of a long rest you must make a
+Charisma saving throw against the Armor's Intimidation check
+Intelligence saving throw against the Armor Investigation check
+Wisdom saving throw against the Armor's Insight check

if someone else is already attuned to the magic item you have disadvantage on these saving throw's.

Only by Succeeding on all three saves can a psychic link be created. and only one Psychic link can be maintained at a time.

The psychic link is ended once the user un attune from the magic armor, another character attune to the armor or  the user dies 


While Attuned and equipped:


  • Your size category is gargantuan ,your weapons and items magically enlarge to fit the suit of armor.
  • You have advantage on all Strength, Dexterity and Constitution saving throws
  • You gain Immunity to Psychic damage and also resistance to fire, cold, poison, lightning, thunder, slashing, bludgeoning and piercing damage from non magical attacks.
  • Your AC is 26,  any critical hit against you becomes a normal hit
  • your movement speed is 60ft and you can dash as a bonus action
  • you gain 3x your hit points worth of Temporary hit points. (Temporary hit points replenish after 1 week)
  • Weapon Attack made while wearing this armor triple their damage dices.
  • The armor has 12 charges, you can expend a charge and a bonus action to cast the spell Magic Missile At 6th level or expend 4 charges to cast the spell Disintegrate at 9th level
    (You must expend a spell slot of lv6 to regain a charge, And every slot level above 6 you expend you regain an additional 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: A character who successfully established a psychic link to the armor, Str. 15 Required, Stealth Disadvantage

Previous Versions

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9/11/2023 7:56:49 PM
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9/16/2023 11:22:48 PM
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11/10/2023 2:31:20 AM
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11/15/2023 7:52:53 PM
19
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Lil_Cup_Of_Death

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