Armor (light, medium, or heavy), very rare (requires attunement)
This battered-looking armor is emblazoned with a forgotten symbol upon the breast. Most suits also display a symbol upon the shoulder, though this may differ from the symbol upon the chest. This armor possesses 7 charges. The armor regains 1d6+1 charges whenever you surprise a creature in combat, or when your current hit points fall below half of your maximum hit points for the first time in a day.
- Iconic. You may expend 1 charge to reroll a Charisma ability check you make. You must use the second roll.
- Martyr. Whenever you are below half of your maximum hit points, or after you have been critically hit, you can use your reaction and expend 2 charges to allow the next attack against you to have advantage. Doing so grants allies who can see you advantage on the first attack each of them makes before the end of your next turn.
- Rally. Whenever you are below half of your maximum hit points, or you and your allies are outnumbered in a combat, you may expend 3 charges to grant yourself 3d8 temporary hit points as a bonus action. While these temporary hit points remain, you have advantage against being charmed and frightened, and you may use the help action as a bonus action.
Genies for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Colin McLaughlin.