One of the tropes that gets a lot of play in fantasy and sci-fi games is having an underground resistance fighting against a tyrant or dictator. The hopelessly outmatched and untrained citizens band together, led by a few nobles, knights, or otherwise socially and militarily prominent figures. There is usually some sort of symbol to mark the resistance, one that is inadvertently made important by the ruling elite. This trope is as common as finding magical armor that protects the bearer from ice, flame, or any number of other hazards. It’s only natural, then, to add a small word to this classic armor, changing from one type to the other.
Armor of the Resistance
Armor (light, medium, or heavy), very rare (requires attunement)
This battered-looking armor is emblazoned with a 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 point , 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.
Tenacious. 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.