Berserk's Armor (5e Equipment)
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Armor (Heavy armor), artifact (Requires attunement)
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:
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:
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. |
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