Senketsu, 2nd Variant (5e Equipment)
From D&D Wiki
Senketsu |
Armor (Clothing), artifact A shirt and skirt combo made from extraterrestrial threads. Exclusive Senketsu was made to be worn on females, and won't work properly on male characters. Magical Armor Senketsu is a magical cloth armor granting the wearer an AC 13 + the wearer's Dexterity Bonus. Blood for Power All of Senketsu's features which have an HP cost or maintenance will not only take from the user's current HP but also reduces their maximum HP by the same amount until their next long rest. Additionally, the HP cost of all of Senketsu's features cannot be reduced or mitigated in any way. Finally, if Senketsu does not drink blood for more than 24 hours, he will search for the creature who awoke him to be donned by them. A creature that resists Senketsu donning himself must make a DC20 Strength Saving Throw or take 35 necrotic damage which cannot be mitigated or reduced by any means, then Senketsu dons himself on the creature. If the creature is willing they will only take 25 necrotic damage. If the creature would be reduced to 0HP from Senketsu donning himself they will instead be left at 1HP but fall unconscious. If Senketsu does not drink blood for 72 Hours he will go in a hibernation-like state becoming seemingly ordinary clothing, until he is next donned. This is embarrassing If the wearer feels ashamed/embarrassed while wearing Senketsu, he draws double the amount of HP to sustain its transformations and activate any transformation. Additionally, if Kamui is activated, alongside any other detrimental effects, Senketsu will passively drain an additional 1 HP from the wearer at the end of each of the wearer's turns. Maiko Senketsu can influence the wearer's movements if he wants to. The wearer must make a Wisdom save of DC 17 to resist this. On a failure, Senketsu will take control of his wearer for the rest of their turn or at the start of their next turn. Berserk Mode If the Wearer is overcome by a blinding unreasonable rage or is overwhelmed by intense emotions due to a traumatic event such as watching an ally's death, Senketsu mutates into monstrous blood leaking armor. In this transformation, all damage is halved regardless of the source, you gain advantage on any status conditions that may negatively affect you, and after 1 round of being affected, you will immediately ignore them. You will also be unable to cast any spells, nor concentrate on any spells or features. All attacks you make have advantage and deal additional damage equal to twice your proficiency modifier, but all attacks against you also have advantage. When this mode is active Senketsu will passively drain 5 HP. If an attack is successful against a creature whose current HP is below 5 multiplied by the wearer's proficiency bonus, or they are reduced to that amount, they will be immediately put to 0HP then violently killed. At the start of each of their turns, the weather must attack the creature which caused the wearer to enter this transformation or any nearby enemy, otherwise, they will attack the closest creature in sight. If Kamui is activated during berserker mode or prior to entering a berserk state, you gain the effects of the Kamui feature, including its maintenance cost but any additional transformations will have double their cost. Additionally, while in this state, Senketsu may impose DC:22 wisdom save on the wearer's turn to forcibly activate one of his forms (Kamui included). Berserk Mode will last until the wearer is reduced to 0hp, the creature who caused the rage is killed, or if the wearer succeeds on a DC 27 Wisdom saving throw. Guardian Angel Senketsu whispers warnings to its wearer, granting a +3 bonus to initiative. Additionally, the wearer of Senketsu cannot be surprised at the start of combat. Additionally, when Kamui is unlocked, while Senketsu is being worn by that creature, he will grant them +2 to their Strength, Dexterity, and Constitution scores to a maximum of 20. Indestructable Senketsu cannot be destroyed by any ordinary means. Additionally, if it would be targeted by an effect that would destroy armor or equipment, it instead ignores it. The only way to destroy Senketsu is with a Scissor Blade. Symbiotic Bond Once per day, if the wearer of Senketsu fails any mental skill check (Intelligence, Wisdom, or Charisma), Senketsu may roll immediately following the failure to rectify it. Whenever this occurs, Senketsu will roll with proficiency in the skill if the wearer also has proficiency in the skill. Additionally, Senketsu himself may activate this feature whenever he feels appropriate. When the Kamui feature is unlocked, this feature will become twice per day, and finally, once Kisaragi has been permanently unlocked this feature will be three uses per day. This feature also does not apply to any Checks imposed by Senketsu's features. Don't Lose Your Way Upon initially wearing Senketsu, the creature must make a DC 30 Wisdom saving throw, or Senketsu will not be able to bond with his wearer and they will be unable to access Kamui and its features. The wearer may make a DC22 Wisdom saving throw again once per day beyond the first after initially donning to unlock the Kamui feature and then a DC 30 Wisdom saving throw to unlock the Kisaragi transformation after Kamui has been unlocked. If the save is successful, Senketsu will synchronize with the wearer granting access to the Kisaragi feature. Any critical successes by the wearer on this roll will only grant the Imperfect Kisaragi or Kamui feature temporarily, but upon its end will no longer grant access to it. Kisaragi can only be fully unlocked when the DC 30 charisma check is met or exceeded. Additionally, any feature, item, or effect outside of a creature's base attribute and proficiency bonus which would any bonuses to the saving throw do not apply. Senketsu is worn, he will drain 10 Hitpoints from his wearer to continue functioning, reducing their maximum Hitpoints temporarily by the same amount until they take a long rest. Transformations
KamuiOnce Senketsu and his wearer have properly bonded they both gain access to the Kamui transformation. The Kamui transformation will require the wearer to make a DC22 Wisdom saving throw in order to be unlocked. Critical successes on this DC will permanently unlock the Kamui transformation, however, like Kisaragi, no additional modifiers from any features may be added to the roll. As a bonus action, the wearer can give up 10 HP of her HP to activate Kamui which will drain 1d6+1 HP from the wearer at the start of each round. Kamui can be dismissed on your turn as a bonus action and will deactivate if the wearer cannot pay the full HP cost leaving them at 1 HP. Additionally, The wearer may immediately access Kamui or its additional transformations as a free action even when it is not their turn, by spending triple the HP for the activation. Outside of combat, Kamui will consume 4 HP every five minutes that passes as maintenance. Kamui FeaturesSuperhuman Physiology The wearer will gain proficiency in both athletics and acrobatics if they did not have it before. Then the wearer's dexterity score will be set to 20 unless already higher, and temporarily make both the wear's Constitution and Strength scores equal to their dexterity score for the duration of the transformation, double their movement speed, and an additional reaction. The wearer's Dexterity score cannot be reduced by any means while in Kamui. The wearer will also count as one size larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. Any excess Hitpoints that would have been gained from the increase in the wearer's constitution score are added as temporary HP instead. Excessive Force All melee attacks will add an additional 2d4+1 force damage to each damage roll, and this force damage will also deal double damage to structures and constructs. Additionally, the wearer may instead choose to deal this damage as a ranged attack by punching the air with extreme force, now dealing 3d6 + Dexterity Modifier magical bludgeoning damage with a range equal to 20 multiplied by their proficiency bonus. This ranged attack will also benefit from the Extra Attack feature. Split-second Evasion The wearer gains access to a new reaction that allows the wearer to gain a +1 to their AC at the cost of 2 HP in increments (There is no limit of how much HP can be given, but it must be the wearer's HP). Alternatively, for the cost of 5 HP, they will temporarily gain the effects of the evasion feature until the start of their next turn. Both of these effects can be used in a single reaction, but the wearer must pay the appropriate HP cost to gain both benefits. Virtual Indestructaility The wearer will gain resistance to slashing, bludgeoning, and piercing damage. Magical weapons and features that bypass or ignore resistance do not affect Senketsu unless the damage was dealt from a Scissor Blade. Adaptability Senketsu will actively observe and strategize during any combat encounters and may ask his wearer for extra blood to prompt an evolution, resulting in a new form. The initial cost of accessing a new form will always be equal to 20 HP then be fully accessible to the wearer with a cost of 5 HP or 10HP henceforth, depending on the form. More forms than those listed may be developed based on the challenges Senketsu and his wearer may face. (GM's discretion) Kisaragi
In order to access this transformation, the wearer must achieve critical success on the DC 30 Wisdom saving throw imposed by the Don't Lose your way feature to temporarily unlock it or meet or exceed the check to permanently unlock its capabilities. If the check is not met but a critical success is achieved, the wearer will temporarily have access to the Imperfect Synchronization feature. If the check is met, then they gain access to the Full Synchronization feature. Outside of combat, it will be a 4 HP maintenance cost every five minutes sustained unless otherwise stated. Kisaragi FeaturesImperfect Syncronization Junketsu sets its wearer's dexterity score to 22 and makes both their constitution and strength scores equal to their dexterity scores and gains all the features of Kamui. Your Superhuman Physiology feature will now instead give expertise in athletics and acrobatics. Excessive Force will now deal half of your proficiency bonus (round up)d4+1 force damage. Split-second Evasion now grants the Uncanny Dodge feature. Virtual Indestructaility will now mitigate 2 damage taken from any source that is not Senketsu. This form's blood maintenance cost does not change from normal Kamui. Additionally, when the wearer is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails their roll, they may instead choose to succeed. You may only use this once per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero, you will be unable to access any transformations for 24 Hours and this transformation will forcibly end. Full Syncronization In addition to having the features of all unlocked transformations, including those from Imperfect Synchronization when this form is activated, Senketsu sets its wearer's dexterity score to 24 and gains the following benefits: Excessive Force will now deal (your proficiency bonus)d4+1, and Virtual Indestrictivility will now mitigate damage any damage taken by an amount equal to your proficiency bonus. The wearer will also count as two size larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. This form will also reduce the HP maintenance to d4 HP per round for sustaining this form of Kamui in combat. Additionally, is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails, they may instead choose to succeed. This is usable three times per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero, you will be unable to access any transformations for 24 Hours. If your HP was reduced to 0 while in this form, you instead are put to 1 HP instead as you forcibly exit this form. Finally, gain 1 legendary action while in this form, to make 1 melee attack or immediately move up to their movement speed without provoking attacks of opportunity. Additional TransformationsSenketsu Shippu As a bonus action, the wearer can give an additional 5 HP to activate this form. Wings emerge from Senketsu and the wearer allows the wearer to fly with a speed equal to twice her current movement speed. If you did not have proficiency in Strength, Dexterity, or Constitution, gain proficiency while this transformation is active. Outside of combat, you can maintain a speed of 45 Miles per hour, provided you can maintain your transformation. Senketsu Senjin As a bonus action, the wearer can give an additional 5 HP to activate this form. In this form, blades protrude from every part of Senketsu. If any creature hits the wearer with a melee attack, as a reaction they may force the blades to extend causing the creature to make a Constitution save (DC:8 + proficiency bonus + Dexterity modifier) on a failed save it takes (half of your proficiency bonus rounded down)d4 piercing damage and half damage on a success. Additionally, the wearer also gains an additional +1 AC bonus upon activating this form. Senketsu Mubyoshin As a bonus action the wearer can spend an additional 5 Hp to activate this form. This form grants the wearer immunity to Thunder damage, force damage and sound-based effects. They will also gain equal to 5 times their proficiency bonus in temporary HP until Kamui ends alongside gaining advantage against Strength and Constitution Saving throws.
Back to Main Page → 5e Homebrew → Equipment Magic Armor |