Armor (plate), legendary (requires attunement)

This armor was forged within the deepest depths of the temples of the Penitent Faithful, meant to be worn by those who would give everything in the service of their deity. This armor is wrought of black steel and adorned in thousands of spikes and thorns that pierce into the flesh of the one who wields it. 

While wearing this armor, you gain +3 to AC, +1 to attack and damage rolls with all weapons and you gain resistance to Bludgeoning, Piercing and Slashing damage. In addition, the armor can push its wielder past what they would normally be capable of, when you drop to 0 hit points while within the armor the thorns and spikes dig deep into your very bones to push you further in battle returning you to half your maximum hit points but also granting you a level of exhaustion as your body is taxed beyond its earthly means. While in this state you are immune to the effects of exhaustion, but this comes at a price, you can only come back from the brink five times. If you are to fall on the fifth time, your body will enter into the sixth and lethal level of exhaustion and upon the conclusion of your battle you will be consumed by the armor and die, body and soul. All previous levels of exhaustion that are acquired will be put unto you at the start of your next long rest. 

Penitent Curse. Once you don this cursed armor, you can't doff it or part with it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, anytime you drop to 0 Hit Points you must make a DC 17 Wisdom Saving Throw or go berserk. While berserk, you must use your action each round to attack the creatures nearest to you moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

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: Melee Weapon Attacks, Bonus: Ranged Weapon Attacks, Bonus: Unarmed Attacks, Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Christman

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