Armor (plate), very rare (requires attunement by a 1 hour)

Layered sheets of smelted, shaped, and smithed Steel have been etched with a sweetly luminous gold. Its outward appearance is heavy. And yet it is magically enhanced it's so light when you lift it, like lifting a bag of shrunken dead leaves. Add your Dexterity Modifier to your Armor Class and gain +2 to your Saving Throws. This armor does not impose disadvantage on stealth checks.

Once attuned the wearer gain a magical cuff link that cannot be removed. The player may touch cuff link and if the armor will fly with great speed to the wearer and automatically don itself. While wearing the armor a touch of the cuff link with doff the amor in 1 action rather than the normal 10 minutes. 

>>>Curse<<<

When the attuned player is magically healed they must expend a hit dice if one is available and add the roll of that hit dice to the total healed. If the player takes a long rest with no remaining hit dice they gain 1 level of contamination. If the player reached a 6th level of contamination they suffer a monstrous transformation becoming fully possessed by the armor and are now controlled by the DM. 

When the player gains a level of contamination they roll a d6. If the roll is equal to or less than the level of contamination they gain a Mutation. See the mutation table. 

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: Stealth Disadvantage: Remove, Bonus: Saving Throws, 1 hour, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Caiphex

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