This armor glows with faint magical energy, and seems to be able to ward off almost any blow. The magical armor has 3 charges. The armor regains 1d4+1 expended charges daily at dawn.Whenever you take acid, bludgeoning, cold, fire, lightning, piercing, slashing or thunder damage, you can spend 1 charge and use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn.
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: Combat, Warding, Str. 15 Required, Stealth Disadvantage
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