Armor (light, medium, heavy), uncommon, requires attunement
This elegant armor is very light, as if it was touched by the gods. Each morning at dawn you must roll a d20; based on the result, you receive the following enchantment until the next morning:
|1-12||+1 bonus to AC|
|13-17||+2 bonus to AC|
|18||+3 bonus to AC|
|19||+1 bonus to AC, spell attacks against you are at a Disadvantages|
|20||+1 bonus to AC, weapon attacks against you are at a Disadvantage|
GM’s Secret: If the player ever rolls a “1” or “2”, the player is immediately dealt 2d6 points of poison damage and immediately becomes cursed. The player remains cursed until the player or armor is targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. Once the curse is removed, the player cannot roll again for two days. While cursed, the player is inflicted with poison.
Poisoned: A poisoned creature has disadvantage on attack rolls and ability checks.
Enchanted Armory: Arms And Armors © 2016 The Le, written by The’ Le Games