Armor (plate), artifact

Astral Armor

Once donned and worn for 12 hours, this trinket attempts to consume fragments of the wearer’s soul and can take on the basic properties of any armor type or be considered standard clothes or robes (wearer’s choice). While wearing it, a creature has resistance to non-magical slashing, piercing, and bludgeoning. The wearer also gets +1 to all STR based ability checks and saving throws. Immediately after finishing any long rest, the wearer must either expend half of their remaining Hit Dice to the armor (rounded up) or take 1 level of exhaustion. Astral Aura As a bonus action, the wearer can gain +3 to their AC and resistance to one damage of their choice for a number of round equal to 1d6+ their proficiency bonus. Immediately upon activating this form, the wearer must roll a d20 and consult the following table. d20 Effect Nat 1 Max HP is permanently reduced equal to the roll of one of the wearer’s hit dice 2 - 8 Wearer makes a WIS or CON saving throw (DC 25); on a fail take on a level of exhaustion 9 - 17 No effect 18 - 19 Gain Xd6 temporary HP (X = wearer’s proficiency bonus) Nat 20 Heal the wielder until HP is at max HP +1 permanent HP; all creatures in 30ft radius either take Xd8 fire damage OR heal Xd4 HP (wielder’s choice). The following ability is available as a reaction while under the effects of Astral Aura. Astral Intervention Anytime the wearer is hit with an attack they can use their reaction and choose to roll either a CON or WIS save (DC = 50% of the damage dealt rounded up or DC 10, whichever is higher). On a success, the armor reacts to protect the wearer, negating half the damage taken, and deals Xd6 necrotic damage (X = wearer's proficiency bonus) to the attacker. On a fail, the wearer takes an additional Yd4 Psychic damage (Y = attacker’s damage modifier).

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: Strength Ability Checks, Bonus: Strength Saving Throws, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Str. 15 Required, Stealth Disadvantage

RexCruse

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