Sentient, cursed armour -
(Sentient, plate armour (requires attunement)
Darkness encroaches your body and silently surges through your veins as you feel the item bind itself to your soul.
It wishes to live, to experience life and taste blood once more. It... feels... good. You try to avoid its temptations but there is something drawing you near. You want to follow its commands, you want to be bound, you want to feel connected.
The item speaks to you each night through your dreams, feeding you full of dark visions and nightmares. Each morning when you wake up you need to roll a charisma saving throw. Upon failing (rolling lower than a 12), you will be charmed by the item for the rest of day and feel compelled to follow its commands.
- Once a day, you can roll a 2d10 for additional temporary hit points that will last 1d6 hours.
- Every morning, you must roll a charisma saving throw. If you roll lower than a 12 you will be charmed by the item and must try to follow the item's commands. On a FAIL save, you will have to keep making CHARISMA saving throws (12) if the armour wants you to do anything. If you roll a success, you don't have to do what the armour says.
- You have disadvantage on charisma saving throws.
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: Disadvantage: Charisma Saving Throws, Immunity: Charmed, Prone, Charmed, Cursed armour - requires attunement by anyone proficient in light armour, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
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