Armor (plate), artifact (requires attunement by a murderer )

A brutal set of black and red Plate armor which constantly appears marred with bloodstains. Forged from the skin of the first murderer this armor is an eternal mark of utter sin. To attune to this armor a creature must have committed a murder in cold blood. The armor will not tolerate a fool who acted in haste or a cowering worm who acted in self-defense, it bends only to the command of one who enjoys slaughter. 

A creature that sees this armor must make a DC 17 wisdom save or they will be compelled to attempt to wear the armor and attune to it. A creature which has not committed murder will immediately receive 3d10 psychic damage and the armor will fuse to their skin, unable to be removed except by the Wish spell. Every morning in which the creature is still wearing the armor they must make a DC 19 wisdom save. On failure they are compelled to make every effort to murder the person nearest to them. If no such person can be found or if they succeed on their save they instead take 3d10 psychic damage. The wearer gains no benefit of the armor until they willingly fail the wisdom save and murder. 

To destroy the Armor, one must find the soul of their first victim they murdered and request their forgiveness. Upon receiving such forgiveness, the armor dissolves into a boiling mass of metal killing its wearer. 

Skin of the Beast. The armor fuses seamlessly to your flesh, binding itself like a second skin. Its weight vanishes upon attunement, not because it grows lighter—but because it becomes you. Your muscles surge with unnatural strength, your body adapts to its weight as if born in it. Your Armor Class becomes 21, and you may apply your full Dexterity modifier to this value. Your steps feel sure, your strikes more forceful, your grip unyielding. You have advantage on athletics checks as the armor amplifies your physical might with a beast's hunger for slaughter

Blood of the Beast. The armor does not merely rest upon you—it seeps into your veins, coils around your heart, and poisons your soul. Your blood thickens into something dark and viscous, resistant to the frailties of mortal flesh. You gain immunity to disease and poison and cannot be affected by the poisoned condition. At the end of each of your turns, you regain 3 hit points, but only during combat. But this gift comes at a cost: your body now rejects comfort and recovery, seeking only constant violent action. You only recover half as many hit points from short or long rests, and from potions or healing magic.

Mark of the Beast. Corrupted magic pulses through your bones, rising like a bile-black tide when you speak words of hatred. As a bonus action, you may cast Bane without expending a spell slot. When cast this way, the spell does not require concentration and instead lasts for its full duration. You also gain one free cast of the spell Hellish Rebuke per long rest. But this infernal power brands you. All celestials of good alignment on the same plane know your location and feel a subtle urge to find and destroy you. As though Heaven itself recoils from your presence. 

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Notes: Bonus: Armor Class, Immunity: Poison, Immunity: Poison, Immunity: Poisoned, Advantage: Athletics, murderer , Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

psychosisX1

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