Armor (half plate), rare (requires attunement by a Must be equipped to 24 hours before abilities take effect.)

Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Artificer Infiltrator (added two abilities below): 

Dampening Field: You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

Lightning Launcher: A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lighting damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to the target.

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: Stealth Disadvantage: Remove, Advantage: Stealth, Must be equipped to 24 hours before abilities take effect., Combat, Warding, Stealth Disadvantage

Item Tags: Combat Warding

pdawg1976

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