Berserker Armor, Variant (5e Equipment)
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Armor (Plate), Unique (requires attunement)
An ominous suit of black armor which once belongs to a lineage swordsman connected not by birth, but by curse. This cursed armor was forged by dwarves centuries ago and infused with a dark magical force. Upon its bearer entering Berserker’s Frenzy for the first time, its enchanted metal bends and warps into the visage of their darkness. Each time a wearer comes under the effects of Berserker’s Frenzy, their senses are permanently dulled little-by-little.
Berserker’s Frenzy: As an action, the wearer of this armor can don its helmet. Upon doing so, the wearer gains +2 Strength, -2 Wisdom, +3 AC, +5 to melee attack and damage rolls, +20 feet of movement speed, immunity to being frightened or charmed, and advantage on Dexterity and Constitution saves. On the first round of combat and whenever they become frightened, they must succeed a DC 12 Wisdom saving throw or have Berserker’s Frenzy activate. To remove the helmet and end Berserker’s Frenzy, the wearer must use a bonus action to make a DC 19 Wisdom saving throw, kill all creatures within a 100ft radius of the wearer, be magically put to sleep, or die.
Withering Rot. Each time you exit Berserker's Frenzy, you gain 2 levels of gradual blindness, deafness, and numbness. You ignore any levels of these conditions while in Berserker's Frenzy.
Blind Fury: While Berserker’s Frenzy is active, the wearer must move toward a creature and make an attack with every opportunity. They can not speak or understand any languages, and any creatures that attempts to telepathically communicate with them must succeed a DC 14 Charisma saving throw or be frightened for 1 minute. They may reattempt this saving throw at the end of each of their turns. While under the effects of Blind Fury, the wearer is immune to psychic damage.
Undying Fury: The Berserker Armor removes a creatures ability to feel pain and skewers bones together with metal spikes to keep them working. While under the effects of Berserker’s Frenzy, they can not fall unconscious, even from falling to 0 hit points. When the wearers negative hit points is equivalent to or greater than the wearers maximum hit points the wearer dies immediately. Negative hit points gained in this manner count as twice as much for the sake of regaining hit points.
Awakened Fury: A creature under the effects of etherealness, astral projection, or a similar effect may grant a creature under the effects of Berserker’s Frenzy within 5 feet advantage on the saving throw to escape Berserker’s Frenzy. On a success with the assistance of an astral projecting creature, they are exempt from the effects of Blind Fury and may end Berserker’s Frenzy as a bonus action.
Full-Frontal Assault. As an action while under the effect of Berserker’s Frenzy, you may coil your body up like a spring, leaping towards a creature within 30ft that you can see, blade first. You must make an acrobatics check (DC 12). On a success, you leap towards a creature and slam your weapon into every creature within 10ft of your landing spot. On a failed acrobatics roll, you plummet to the floor and become prone. Creatures hit must attempt DC 15 Dexterity saving throw, taking half damage on a success. This attack deals an additional 1d6 slashing and 1d6 bludgeoning damage. This attack can only be used a number of times equal to the wielders Strength modifier, regaining all uses at the end of a short rest.
Outside of Berserker’s Frenzy, the armor acts charismatically, promising to end its wearer’s suffering for even the smallest modicum of control. In Berserker’s Frenzy, it acts erratically, with no greater motive than to fulfill its desires in the most direct, and often most violent, way possible.