Senketsu, Variant (5e Equipment)

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Armor (Clothing), artifact (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 20 Charisma saving throw, taking 4d6 Force damage on a failed save and half as much on a success. With 3 non-consecutive success this effect ends. It also ends if you are unconscious.

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 or Dexterity scores by 1, maximum of 20. You may attempt this save after every long rest. If the save is successful, Senketsu grants it's wearer +3 AC, and increases Strength or Dexterity scores by 4, maximum of 24. Additionally, the wearer can gain advantage against being frightened 3 times, regaining all uses at the end of a long rest. The wearer it's also immune to possession.

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 at half of your hit point maximum in a turn you must succeed a DC 20 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. This attack activates Extra Attacks and bonus attacks from Two-Weapon fighting.
  • 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 a melee attack from 5 feet of you the attacker takes 1d6 piercing damage. As a bonus action, You can also attack with the blades formed from your own blood, these blades have a 5 feet reach and cause 3d4 piercing damage on a successful attack, you are proficient with this attack and it count as a magical weapon for damage resistances

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. You can also use this to become immune to thunder damage.


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