Armor (plate), artifact (requires attunement by a Over the course of three hours wearing the armor, you feel it become more like a second skin, tough and hearty. The natural elements un-bothering. )

The unnatural bond of humanoid flesh, Adamantine and draconic hide leaves no opening in your defenses and offers far more protection against harm than normal Adamantine Plate. The spirit of the dragon, seeping into your flesh and bone the armor becoming an inseparable part of your body. You are one unit, and gain the following benefits.

While you wear this armor, you gain a +2 bonus to AC, any critical hit against you becomes a normal hit, and you gain blind sight out to 30ft, and dark vision out to 60ft. If you naturally have dark vision or blind sight you gain a bonus 30ft and/or 60ft to your range respectively.

You gain a swimming and climbing speed equal to your walking speed and have advantage on ability checks and saving throws using Strength.

Any natural elements do not weigh on you negatively, excess cold and heat, humidity, pests, ect. present in the environment have no effect on you. in addition you gain immunity to disease and age 10 times slower than your natural rate.

Additionally, you have advantage on saving throws against the breath weapons of dragons, and can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you. This special action can't be used again until the next dawn and lasts for 10 minutes.

All dragons will feel your presence within 240ft. of you, and have advantage on any perception checks to find you in that range.

The armor cannot be removed from your body by any conventional means, including magical. Additionally, You must spend 24 hours uninterrupted de-attuning from the armor to doff it. Taking 24d20 force damage (1d20 every hour) as it slowly rips away from your flesh and bone. If you are interrupted the armor remains attuned as if nothing had happened, aside from the damage taken for trying.

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: Immunity: Critical Hits, Bonus: Armor Class, Advantage: Saving Throws, Sense: Darkvision, Immunity: Disease, Feat: Heavy Armor Master, Sense: Blindsight, Resistance: Poison, Advantage: Strength Ability Checks, Advantage: Strength Saving Throws, You can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you. This special action can't be used again until the next dawn, and lasts for 10 minutes., Over the course of three hours wearing the armor, you feel it become more like a second skin, tough and hearty. The natural elements un-bothering. , Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

WilloWolf

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