Armor (plate), legendary (requires attunement by a • Attuning to the Armor of Helm requires a Paladin or Cleric to meditate on the virtues of Helm and pledge their service to the god.)

Armor Class: 20 
Requires Attunement by a Paladin or Cleric of Helm
Properties:

• Divine Protection: While wearing this armor, you have resistance to radiant damage.
• Divine Aura: As an action, you can activate the armor’s divine aura, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Enemies within this aura that can see you have disadvantage on attack rolls against you. Once activated, this feature lasts for 1 minute and can’t be used again until the next dawn.
• Helm’s Blessing: You gain proficiency in Wisdom saving throws while wearing this armor. If you already have proficiency in Wisdom saving throws, you gain advantage on Wisdom saving throws instead.
• Helm’s Guidance: Once per long rest, you can call upon Helm’s guidance to grant you advantage on an attack roll, ability check, or saving throw. You must decide to use this feature before the roll is made.

Additional Notes:
• This armor is adorned with intricate designs of Helm’s symbols and is imbued with divine energy, making it a formidable asset for those dedicated to the god of guardians.

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: Resistance: Radiant, Proficiency: Wisdom Saving Throws, Blinded, • Attuning to the Armor of Helm requires a Paladin or Cleric to meditate on the virtues of Helm and pledge their service to the god., Str. 15 Required, Stealth Disadvantage

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