Sentience. The Armor of the accursed one is a Chaotic 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 Armor of the accursed one 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.
Black Armor of the accursed one. It is fitted with a black hood and cape to strike greater fear in the hearts of weaker souls. Armor forged in the flames of hate and cooled with the blood of countless enemies. The person who forged this armor must have suffered a terrible loss. This armor will keep its owner alive at all costs, keeping their body intact and numbing their pain
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.
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.
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, Combat, Warding, Str. 15 Required, Stealth Disadvantage
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