Berserker Armor (5e Equipment)
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Armor (plate), legendary (requires attunement) An ominous suit of black armor which once belongs to a lineage cursed swordsman, though not by birth. The Berserker Armor is an intimidating suit with a dangerous enchantment that only the strongest wills can handle. Upon its bearer activating it for the first time, its enchanted metal bends to create an image of their inner darkness. Evil Resistance. You have resistance to necrotic damage while you wear this armor. Berserker’s Frenzy: As an action, the wearer of the armor can don the Berserker Armor's helmet. Upon doing so the wearer gains a +2 bonus to melee attack and damage rolls, a +2 bonus to their AC, +20 feet of movement speed, immunity to being frightened or charmed, and advantage on Dexterity and Constitution saves. When the wearer rolls for initiative or when they become frightened, they must succeed a DC 12 Charisma saving throw or have Berserker’s Fury activate. To remove the helmet and end the Berserker's Fury effects, the wearer must use a bonus action to make a DC 19 Charisma saving throw, kill all creatures they are aware of, be magically put to sleep, or die. Berserker’s Fury: While Berserker’s Fury is active, the wearer becomes berserk and can not speak or understand any languages. This overcomes any immunity to conditions. Any creatures that attempt to telepathically communicate with them must succeed a DC 14 Charisma saving throw or be frightened for 1 minute. These creatures may reattempt this saving throw and the end of their turn. Undying Fury: If the wearer's hit points fall to 0 while under the effects of Berserker’s Frenzy, they can not fall unconscious, and their hit points may enter negative values. When the wearers negative hit points are equal or greater than the wearers maximum hit points, the wearer dies immediately. Awakened Fury: A creature under the effects of 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 Berserker’s Fury and may end Berserker’s Frenzy as a bonus action. |
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