This legendary suit of armour was forged by the dwarves in ages past, designed to protect the bearer from any measure of assault.
This +1 suit of Plate armour magically pairs itself with the wearer, and cannot be removed at will whilst in combat. If you’re not proficient with heavy armour, you become proficient whilst attuned.
Sentience. The Berserker Armour is a Lawful Evil suit of armour 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.
Personality. The Berserker Armour 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.
Cursed. 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 18 Constitution saving throw or lose themselves in the bloodshed, the armour consumes them and they go berserk.
Whilst under the effects of berserk, the movement characteristic, and total number of attacks of the bearer double, but they no longer have the ability to track the amount of hit points they have remaining.
Because of the strain on the bearer’s body from the berserk, they take 1d6 at the end of every turn while berserking.
If you drop below 0 HP while berserk (or activate it when you do), the user does not go unconscious. Instead, the user continues to take damage normally. If the user takes a total amount of damage equal to their maximum HP (so if the user has 60 HP, if they reach -60 HP), then the user immediately dies.
If the bearer drops to 0 hit points or lower, and combat ends, the bearer automatically dies. The curse can be broken by casting Greater Restoration on the armour, or by using a Wish.
The bearer can continue to make a DC 18 Constitution 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.
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: By a poor, unlucky soul, Combat, Warding, Str. 15 Required, Stealth Disadvantage
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