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Armor of Magical Strength

requires attunement

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

•When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.

•If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn. A suit of armor

Artificer Infusion

Enhanced Weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class. A simple or martial weapon

Artificer Infusion

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