Senketsu, Variant (5e Equipment)

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Armor (Clothing), legendary (requires attunement)

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.

Blood soaked Senketsu requires the blood of the wearer to fully activate. At the beginning of your turn, you must succeed a DC 17 Charisma saving throw. Until 3 of these saving throws have been successful, you take 1d6 force damage at the end of your turn, until you are unconscious. This does not happen if you succeed the following saving throw.

Don't lose your way Upon initially wearing Senketsu, you must make a DC 30 Wisdom saving throw, or Senketsu will not be able to function properly, only increasing your Strength and Dexterity scores by 2. You may attempt this save again at the beginning of your first round of combat after every long rest. If the save is successful, Senketsu grants it's wearer +7 AC, and increases Strength and Dexterity scores by 4. Additionally, the wearer can gain advantage against being frightened 3 times, regaining all uses at the end of a long rest.

Beserker Mode For some wearers or Senketsu they can become so enraged that their blood begins to boil. Because of this Senketsu becomes a bloodthirsty monster. When you are dealt half of your hit point maximum in a turn you must succeed a DC 17 Charisma saving throw to not succumb to anger. Succeeding this save will cause nothing to happen. However, failing this saving throw causes the following effects.

  • You are in an unstable state and because of it you can’t speak properly or comprehend what people are saying.
  • Senketsu immediately forces you to attack the nearest person whether they are an ally or not.
  • You cannot enter another mode while in Berserker mode and if you were in a previous mode it is cancelled.
  • You automatically fail any saving throws for blood soaked and take double the amount of damage from that trait. Along with that whether you have passes the save 3 times or not you gain the effects of failing blood soaked.

Your DM can determine when it’d make sense for your character to enter this mode. To exit this mode you must pass a DC 20 Charisma saving throw after being under this mode for 2 rounds.

Senketsu Senjin You can take an Action to enter this mode. By refining your own blood into blades outside of your clothing your offense increases. Whenever you are attacked via an unarmed strike or physical attribute such as a bear’s bite attack the attacker takes 1d6 piercing damage. You can also attack with the blades formed from your own blood these blades cause 3d4 piercing damage on a successful attack,

Senketsu Shippu The bottom part of your uniform becomes a jet propulsion while the top half form wings. You take an action to enter this mode and while you are in it you gain a flying speed of 40 feet. Your walking speed however decreases by 20 feet.

Senketsu Mubyoshi You use Senketsu to nullify sounds that would normally harm you. As a reaction you can enter this form and become immune to one sound based attack such as a bard’s cutting words.

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