Armor (ring mail), artifact (requires attunement by a by long rest)
Armor (plate), legendary 
 

This legendary suit of armor was forged by the dwarves in ages past, designed to protect the bearer from any measure of assault. Jet black and bestial by design, the helmet takes the shape of a skull. This +2 suit of Plate armor magically pairs itself with the wearer, and cannot be removed at will whilst in combat. The armor seems eager to be worn and adjusts to the wearer's size. If you’re not proficient with heavy armor, you become proficient whilst attuned.

Curse. This weapon is cursed, a fact that is revealed only when you attune to it. Until revealed, provide players with stats from "Menacing Helmeted Plate"

Sentience: The Berserker Armour is a Lawful Evil suit of armor with an Intelligence of 12, a Wisdom of 15, and a Charisma of 20. It has no senses outside of what the bearer gives it.

The armor can communicate with its bearer telepathically, the voice is dark and seductive, often goading the bearer into giving in to their inner beast.

Personality: The Berserker Armor was created to battle demons, and as such has an intense desire to consume its bearer and have that task be completed at any cost. It will stop at almost nothing to try to convince the bearer to succumb to its power.

Curse of the Berserker: At the beginning of any combat, and on each combat round where the bearer has not yet failed the save, the bearer must make a DC 20 Charisma saving throw or lose themselves in the bloodshed as the armor consumes them. The armor magically changes its shape to become more bestial in nature.

  • Berserker's Fortitude: While cursed, the movement speed, and total number of attacks of the wearer double. The armor allows the bearer to continue fighting past 0 hit points, ignoring all pain. The armor automatically resists all but the most destructive mortal wounds and allows the bearer to continue fighting. On an attack that would deal lethal damage roll a Constitution saving throw (DC = [roll over damage past 0] - [2 x Constitution modifier]). If the roll is successful the wearer's health is reset to a value equal to their double their Constitution modifier. If they fail, they enter dying levels with one failed save already marked. The armor supports it's bearer by having pure magical energy sustain them in place of lost blood, while the armor grows metal skewers into the wearer's body to keep them from buckling under broken bones or from falling apart.
    • Example Calculation: Wearer has 15 health and Constitution modifier of +3; attack does 30 damage and take them down to -15. Wearer rolls against DC (15[ rollover damage]-(2x3[Constitution Modifier]) = 9). Wearer is reset to 6 health on a success. If the wearer fails they enter dying levels with one failed save marked.
  • Seeing Red: Additionally, while cursed, the wearer must make a DC 15 Wisdom (Perception) check while attempting anything other than attacking the current target. If the wearer fails, the armor turns the world to a field of red for the wearer and all creatures appear as black silhouettes that the wearer is compelled to attack. A die roll determines the next creature attacked (assign numbers to creatures in range by order of proximity, 1 being closest). While seeing red, If the wearer is capable of casting spells roll a 1d4. On a 1 or 2 the character must attack with their weapon, on 3 with a cantrip, and on 4 with a spell of 1st level or higher. An ally may use a help action to speak calming words and help the wearer see past the armor’s bloodlust. The wearer may make the check again on each of its subsequent turns to try and end the effects. However, the check must be made again any time the wearer wishes to change targets while cursed.
  • Clear Mind: The bearer can continue to make a DC 20 Charisma save at the end of each of their turns after the first, on a success they regain control of their senses and are immune to the effects for the next 24 hours, however all cursed bonuses end and the armor acts as a plain +2 Plate armor.
  • Breaking the Curse: The curse can be broken by casting Greater Restoration on the armor, or by using a Wish. Using Greater Restoration returns the armor to being a plain +2 Plate armor. With wish, the armor may maintain the movement speed and total attack count doubling of the armor.

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.

 

This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

Notes: Bonus: Armor Class, Proficiency: Heavy Armor, Unconscious, Incapacitated, by long rest, Combat, Cursed, Stealth Disadvantage

Previous Versions

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Item Tags: Combat Cursed

Sinnaco

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