Armor (plate), very rare (requires attunement by a War Domain Cleric, Forge Domain Cleric, Paladin, or Fighter)

Powered - Removes disadvantage on Dex saves, and speed penalty of other suits

Adamantine - Negates critical hits, and grants resistance to magical bludgeoning, piercing, and slashing damage. 

Enspelled Armor - Gives 6 uses of Circle of Power, refreshing 1d6 uses daily at 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, War Domain Cleric, Forge Domain Cleric, Paladin, or Fighter, Str. 15 Required, Stealth Disadvantage

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