Berserk's Armor (5e Equipment)

From D&D Wiki
Jump to navigation Jump to search

Armor (Heavy armor), artifact (Requires attunement)


Once, there lived a man. Fighters could study his battles, barbarians would pray to him for strength, martial artists could only awe in presence of his agility. Beast of battle, unstoppable engine of destruction, pinnacle of a warrior. Berserk, the First Undefeated. His unyelding attitude and martial prowess earned him attention of particular primordial, Blazing Rorn of the Fury. Through years the two of them became great friends, to the point that Rorn shared some of his inextinguishable rage, that burned brightly on the two of them. None, one or many, could hope to topple his martial might. But where others fail, one come always on top. Time. After learning that Rorn lost eye to a flight of dragons and went into deep slumber, and Aber and Toril were separated, Berserk sought to find his firend and reunite with him. But years went by, and age started to break the undefeated warrior, unsuccesfull in his quest, so he turned to a vicked, lonely man, cursed to live till the end of the time. He agreed to help the warrior in continuing his pursuit. This was not a compassionate man however, he dragged Berserk into his own madness of eternal life, forging him into a set of armor. Iron from his blood, strings from his hair, unstoppable burning rage from his soul. An item that would make a mere peasant equivalent to an army; indestructible and irreformable; knowing nothing else than war; sentient, and mad from passing of time: Berserker's Armor.

Sentience. Berserker's Armor is a chaotic neutral being, with Intelligence of 22, a Wisdom of 23, and a Charisma of 21. It has normal hearing and darkvision up to 120 feet, and can only communicate in common, dwarvish, elvish, draconic and giant mentaly. Armor carves battle, but not a mindless bloodshed either; intelligent combat, taking advantage of own strengths and enemies' weaknesses is appealing the spirit, while it outright hates weakness of any kind, and despises with highest authority weak people, unable to carve their own rights with strength. The armor is also prone to sudden rage, as much as to suddenly snapping out of it and calming itself down. Any knowledge of Rorn's whereabouts is priceless for the armor, and it will do anything to reunite with him. If the armor deems its wearer ineffective in midst of a combat or visibly holding back against the enemy, it can force the wearer to make DC 17 Charisma saving throw. On a successful save, the wearer takes 3d6 psychic damage. On a failed save, the wearer is dominated by the armor, as if by the dominate monster spell, and the armor demands to do whatever necessary to kill its enemies in battle. The spell effect ends when the fight is over.

Random Properties. The Berserk's Armor has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 minor detrimental property

Tool of War. The armor works like a set of Full plate +2 for unattuned creature. When attuded, creature benefit from other properties of the armor and can generate and use its charges to fuel its other features. The armor can have up to 20 charges, and loses 1d4+1 each day at noon, until it loses all charges. You can use any property that expends charges no more than once per round. Those actions generate one charge, and you can gain more than one charge if more than one of those actions happen:

  • Hitting a creature with weapon attack or unarmed strike and dealing damage to it.
  • Rolling a critical hit with a weapon attack or unarmed strike.
  • Succeding on a saving throw forced by a hostile creature.

Atrocity for an Insult. You have advantage on all weapon attacks or unarmed strikes against a creature that dealt damage to you.

Mighty jump. If your speed is not 0, on your turn you can expend one charge and make a jump in any direction, including upward, for a number of feet up to your strength score. This jump does not use your normal movement nor provokes the attacks of opportunity.

Martial smite. When you hit a creature with weapon attack or unarmed strike you can expend two charges to deal an additional 3d10 damage.

Unyelding. At the start of a turn you can expend 5 charges to suspend any negative effects or spells affecting you, until the start of the next turn, like reduction to ability scores, penalties to any roll, or any detrimental conditions, except being Unconscious.

Flurry. When you take the attack action on your turn, you can expend 5 charges to attack an additional time.

Ignore pain. When you would be reduced to 0 hit points but not killed outright you can expend 2 charges to drop to 1 hit point instead. If you would be killed outright, you can expend 10 charges to drop to 1 hit point instead.

Perfect ability. You can use your reaction when making a athletics check and expend 3 charges to double your proficiency bonus for this roll.
Destroying the Berserk's Armor. Even if broken apart into pieces, soul of warrior isn't dead; time and greed of people will see it forged anew, even after millenia of wait. Only way to destroy the Berserker's Armor is to persuade it to emerge as Berserk, the First Undefeated, or strike it with a soul-rending weapon or spell, which will forcibly awaken old warrior, to stand and battle. When slain in that form, his soul is destroyed forever, as well as an artifact.

0.00
(0 votes)

Back to Main Page5e HomebrewEquipmentArtifacts