Armor (plate), artifact (requires attunement)

The thirteen canaries of Bahamut are legendary fighters, each a golden greatwyrm personally selected by the Platinum Dragon to serve as their vanguard during the war in heaven. However, during a battle so long ago the location and name have been forgotten, the vanguard was all but wiped out, gathering their remaining strength into the armor of their strongest member, all thirteen of the canaries gave their life to craft an armor that carried their hopes, their dreams, their will.

The armor has been used by few over the millennia since its creation, but each time the armor chose its wearer when the fate of the Isles hang in the balance.

 

Spirits of the Thirteen. The Armor of the Canaries exists in pseudo-sentience, not fully conscious and aware, but their presence in not negligible. While attuned to the Armor, you feel a constant urging to act, weather it would be the best decision or not does not matter.

Presence  of Dragons. You can't be charmed or frightened while attuned to the armor. Additionally while attuned, animals within 30 feet of you are frightened of you.

Forged in Steel and Soul. You have a +3 bonus to AC while wearing this armor. You also have resistance again bludgeoning, piercing, and slashing damage.

Might of the Wyrm. Your Strength Score becomes 27 and you have advantage on all strength saves and ability checks, your walking speed increases by 15 feet, and you gain immunity to fire damage.

First of the Greatwyrms. You have advantage on saves against a dragon's breath weapon. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 10 miles of you. This special action can't be used again until the next dawn.

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, Resistance: Bludgeoning, Resistance: Piercing, Resistance: Slashing, Immunity: Charmed, Immunity: Frightened, Set: Strength Score, Bonus: Speed (Walking), Immunity: Fire, Str. 15 Required, Stealth Disadvantage

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