The Questing Armor is a finely crafted piece of plate armor, popular among aspiring knights in Rivermond and the southern regions of the Silver Dominion. It is highly sought after by those embarking on quests or seeking to prove their valor. Artisans and blacksmiths worldwide craft and enchant these armors to meet the high demand. The armor provides robust protection and a simple enchantment that aids the wearer in challenging foes to honorable combat.
The armor typically sells for 3000 to 5000 gold pieces, reflecting its exceptional craftsmanship and valuable enchantment.
The Questing Armor has earned its name from the numerous knights and adventurers who don this armor as they set out on quests to prove their worth and uphold their honor. It is a symbol of commitment to the knightly virtues of courage and valor. The enchantment placed on the armor compels enemies to face the wearer in a fair duel, a testament to the wearer's bravery.
Attunement:
To attune to the Questing Armor, the wearer must spend a short rest wearing the armor and reflecting on their commitment to knightly virtues and the responsibilities that come with wearing such armor.
Special Features:
- Protective Armor: The armor provides a +2 bonus to AC.
- Enchanted Compelled Duel: The armor is enchanted to allow the wearer to cast the Compelled Duel spell once per long rest. The wearer can target one creature they can see within 30 feet. The target must make a Wisdom saving throw (DC 8 + the wearer's proficiency bonus + their Charisma modifier). On a failed save, the creature is drawn into a duel with the wearer, compelled by their demand.
- Compelled Duel: For the duration, the target has disadvantage on attack rolls against creatures other than the wearer.
The target must make a Wisdom saving throw each time it attempts to move to a space more than 30 feet away from the wearer. On a success, this spell doesn’t restrict the target’s movement for that turn.
The spell ends if the wearer attacks any other creature, casts a spell that targets a hostile creature other than the target, if a creature friendly to the wearer damages the target or casts a harmful spell on it, or if the wearer ends their turn more than 30 feet away from the target.
- Compelled Duel: For the duration, the target has disadvantage on attack rolls against creatures other than the wearer.
Armor Type | Armor Class | Strength | Stealth | Weight |
Heavy Armor | 18 | 15 | Disadvantage | 60 lbs |