Berserker Armor, Variant (5e Equipment)
Armor (any), Rare (requires attunement) When armor is forged in od; the phantasmal remnants of an elemental, it gains a clean black finish and a partial mind of its own, becoming a parasite that drains the senses of anything that wears it. Upon an attuned wearer entering Berserker's Frenzy for the first time, its enchanted metal bends and warps into the visage of their darkness. Berserker's Frenzy. At the beginning of each of your turns that you are frightened, or as a bonus action, you must succeed on a DC 15 Wisdom saving throw or have the armor take over, becoming berserk. Until you are no longer berserk or become unconscious, you are immune to psychic damage, you ignore any levels of gradual blindness, deafness, and numbness and exhaustion you have, and you gain a +4 bonus to your Strength and Dexterity scores to a maximum of 30. When you drop to 0 hit points and don't die outright while you are under these effects, you do not fall unconscious. While you are under the effects of Berserker's Frenzy, part of your soul is projected into the Astral Plane in a similar manner to a astral projection spell. A creature touching your soul may make a DC 15 Intelligence (Arcana) check as an action. On a success, you stop being berserk but remain under the effects of Berserker's Frenzy until the creature that made the check loses concentration. When a creature attempts to telepathically communicate with you or that sees your soul while you are under these effects, they must succeed on a DC 15 Charisma saving throw at the beginning of each of their turns or be frightened for 1 minute. They may reattempt this saving throw at the end of each of their turns, ending this effect early on a success. A creature that succeeds this saving throw becomes immune to its effects until the end of its next long rest. When Berserker's Frenzy ends, you gain 2 levels of gradual blindness, deafness, and numbness. Curse. This armor is cursed. Attuning to this item curses you until you are targeted by a remove curse spell or similar magic. When you roll for initiative, you must succeed a DC 15 Wisdom saving throw or become frightened until initiative ends. You may retry this saving throw at the end of each of your turns, ending this effect early on a success.
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. |
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