A gleaming and polished set of plate mail, crafted for a champion from long ago whose essence still lingers. While attuned to this armor, the wearer gains a +1 bonus to their AC, attack bonus, and all saving throws. In addition, the armor is imbued with three charges, which can be used to cast the spells Bless, Guidance, or Sanctuary on the wearer—DC 15 for Sanctuary. Each dawn, the armor regains 1d4 charges.
Cursed. If the wearer is not good-aligned, they are affected by the effects of the curse. While attuned, this armor cannot be removed from the cursed wearer. In addition, at the start of each of their turns in combat, the wearer must roll a DC 15 Wisdom saving throw. If they fail the check, they must spend that turn doing one of the following actions:
Attack. The wearer moves towards the nearest evil-aligned creature and attacks them, using as many attack actions as they are able.
Defend. The wearer moves towards the nearest good-aligned creature and defends them, making all attacks against them be at disadvantage.
Aid. The wearer casts a buffing spell on the nearest good-aligned creatures within range. This spell cannot be cancelled until the wearer makes a successful Wisdom save.
Impede. The wearer casts a debuffing spell on the nearest evil-aligned creatures within range. This spell cannot be cancelled until the wearer makes a successful Wisdom save.
If the wearer is targeted by a Banishment spell, then the spirit possessing the armor is banished instead, and the armor becomes a simple +1 plate armor for 2d4 days—after which, the spirit returns, along with all features. If the wearer is targeted by a Remove Curse or Wish spell, then the spirit is banished permanently, and the armor becomes mundane.
For Dungeon Master Eyes Only
Lingering Regrets. If the wearer is good-aligned, the DM may have the spirit of the fallen champion reveal itself. This may be in the form of a cryptic dream, strange feelings, or a semi-visible shade that only they can see. In these visitations, the spirit may impart a lingering regret—a duty or mission they failed in life that keeps them from passing on. If the wearer helps the spirit with this task, the armor transforms into the Armor of the Ascended Soul.
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: Bonus: Armor Class, Bonus: Saving Throws, Bonus: Melee Attacks, Bonus: Ranged Attacks, Paladin, Fighter, or Cleric, Str. 15 Required, Stealth Disadvantage
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