Armor (spiked armor), rare (requires attunement)

A dark crimson tinged armor covered head-to-toe in alternating rows of viciously serrated adamantine-plated blades. If you examine the armor closely, there are small motifs of creatures with pained expressions depicted about the entirety of the armor. Whenever it is soaked in blood, the armor absorbs the blood causing the armor to bubble and release wisps of an intoxicatingly sweet smelling, reddish steam. If the armor is damaged in anyway, this process causes the armor to repair itself. While attuned to this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:

  • Blood Frenzy. You have advantage on attack rolls against any creature that doesn't have all its hit points
  • Pain Drinker. Whenever you take damage to your hit points, you may gain 5+ your Constitution modifier in temporary hit points. If a creature hits you with a melee attack while you have these temporary hit points, the creature takes 5 slashing damage.
  • “Warm Hugs”. Creatures take 1d4 slashing damage at the start of their turn if they are in direct physical contact with you. Any time you or an opposing creature makes a successful contested Athletics check against each other, the enemy creature takes 1d4 slashing damage. In addition, the armor turns your unarmed strikes into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d4.

Damage inflicted by this armor bypasses magic and adamantine related resistance and immunity.

Curse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:

  • Masochist. You have vulnerability against slashing, piercing, and bludgeoning damage.
  • Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with a preference for dead enemies that bleed. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are Incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Charisma (Persuasion) check. If you are cursed by a second source the armor will cause you to go berserk if you roll a 4-6 and the Charisma (Persuasion) check DC becomes 17. If you are cursed by a third source the armor will automatically cause you to go berserk if you are critically hit and the Charisma (Persuasion) check DC becomes 19.

Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are usually made of metal.

Notes: Bonus: Armor Class, Bonus: Saving Throws, Vulnerability: Slashing, Vulnerability: Piercing, Vulnerability: Bludgeoning, Damage: Slashing, Stealth Disadvantage

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Meinulfr

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