You have a +3 bonus to AC while wearing this armor.
You have advantage on Strength and Constitution saving throws while wearing the armor.
Curse. This weapon is cursed, a fact that is revealed only when you attune to it and is unable to be removed
Sentience: The Berserker Armor is a Lawful 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 Berserker Armor 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.
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.
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 is unconscious and start make death saving throws.
This suit of armor is reinforced with a magically enhanced metal alloy
Breaking the Curse: The curse can be broken by casting Greater Restoration on the armor, or by using a Wish. Using Greater Restoration returns the armor to being a plain +3 Plate armor. With wish, the armor may maintain the movement speed and total attack count doubling of the armor.
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.
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, Advantage: Constitution Saving Throws, Advantage: Strength Saving Throws, A lost soul who has lost the most important thing to them., Combat, Warding, Str. 15 Required, Stealth Disadvantage