This exceptional half plate armor is crafted from the robust plates of a giant sandwurm. It carries the essence of the desert and the creature's formidable power. When you don this armour, you gain the following benefits and properties:
Armor Class (AC): 17 + your Dexterity modifier (max 2), typical for half plate armour.
Magic Armor: This armour is considered magical and provides a +2 bonus to AC.
Charges: The armour has 5 charges for the following magical effect. It regains all expended charges daily at dawn.
Earth Tremor: As an action, you can expend 1 or more charges to cast the earth tremor spell (save DC 15) at a spell level equal to the number of charges used. For instance, using 2 charges casts earth tremor as a 2nd-level spell. The spell's effects and area increase with its level, as per the spell's description in the Player's Handbook.
Depletion Risk: If all charges are expended, roll a d20 at dawn. On a roll of 1, the armour loses its magical properties and becomes normal +2 half plate armour.
Desert Mobility: While wearing this armour, you can move through desert terrain at your normal speed, and the terrain does not count as difficult terrain.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Bonus: Armor Class, Depletion Risk: If all charges are expended, roll a d20 at dawn. On a roll of 1, the armour loses its magical properties and becomes normal +2 half plate armour., The armor made from the skin of the great desert wyrms that melds on, Stealth Disadvantage
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