Armor (plate), artifact (requires attunement)

When the monumental feat of destroying a rage animus is achieved, the suit of armor that made up its form becomes a powerful artifact: Animus Rageplate. Wearing this armor requires mental fortitude, as the essence of the rage animus is what gives the armor its properties, and this means the raw anger of the creature that bore it before has a chance of corrupting its wearer and creating a new rage animus. Those who are able to harness it, however, gain nearly unrivaled power and strength from its rage.

When first attempting to attune to this armor, you must succeed on a DC 20 Wisdom saving throw or fail to attune to the rageplate. If you fail the saving throw by 5 or more, your soul is corrupted by the armor and is transformed into a new rage animus. Once you don this armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. Every month while you are attuned to the rageplate, you must succeed on a DC 16 Wisdom saving throw or gain a random form of Long-Term Madness. to determine how this madness is expressed, roll on the Long-Term Madness table in chapter 8 of the Dungeon Master's Guide. If you die while wearing the rageplate, your soul becomes a new rage animus.

Magic Armor. The Animus Rageplate is a suit of magic armor that grants a +3 to armor class. The Animus Rageplate also functions as a Belt of Fire Giant Strength, Gloves of Missile Snaring, and a Butcher's Bib.

Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property
  • 1 major detrimental property

Benefits of the Harnessed Spirit. While attuned to this armor, you receive the following benefits:

  • You have truesight and blindsight out to a range of 60 feet.
  • You are immune to the exhaustionfrightened, and poisoned conditions.
  • You gain proficiency in the perception and survival skills. If you are already proficient in these skills, your proficiency bonus is doubled.
  • You have advantage on saving throws against spells and other magical effects.

Spells. The rageplate has 6 charges. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 17) from it: darkness (1 charge), cause fear (1 charge), dimension door (2 charges), scrying (3 charges), negative energy flood (4 charges),flesh to stone (5 charges), or teleport (5 charges). The armor regains 1d4+2 charges daily at dawn.

Mark of Directed Rage. As an action while wearing the rageplate, you can designate a creature to be the target of your anger. A glowing red brand appears on the skin or flesh of the creature, marking it for death. While marked in this way, you deal an extra 4d6 fire damage to the target with any melee weapon or spell attack you make toward it.

Destroying the Rageplate. The rageplate is destroyed if the wearer turns into a rage animus, or if a rage animus uses its Sword of Hate to kill the wearer. Alternatively, if the wearer of the rageplate travels to the Upper Plane of Elysium, they may remove the armor and it will crumble to dust.

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, Teleportation, Damage, Scrying, Combat, Cursed, Str. 15 Required, Stealth Disadvantage

Item Tags: Teleportation Damage Scrying Combat Cursed

CagdarrA

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