Armor (plate), artifact (requires attunement)
This legendary armor belonged to Kas, the legendary betrayer of Vecna. A foreboding item, as black as his heart and as twisted as his mind. It possesses the following traits;
- Compelling Malice. While wearing the armor, your moral alignment becomes Neutral Evil. Each day, you must succeed on a Charisma DC 20 saving throw. If you succeed nothing happens. If you fail, you must carry out an act of extreme violence or self-immolation for that day. If you do not, the armor deals 20 (2d20) damage to you the next day.
- Dark Brawler. You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. You can take a magic action to give yourself immunity to bludgeoning, piercing, and slashing damage for 1 hour or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
- Deadly Immunity. Any critical hits against you become a normal hit.
- Evil Trained. Your armor class becomes 20 and cannot be lowered. You are considered trained with this armor even if you lack training with Heavy Armor.
- Fall Breaker. You are immune to fall damage and can descend at a rate of 60 ft. per round. If you choose, when you land from a height exceeding your movement speed you can cast the Thunderclap at the 17th level.
- Frightening Aura. Beasts, within 30 feet of you with a challenge rating of 3 or lower are always Frightened and creatures of 6 or lower are always hostile to you.
- Necrotic Spite. This armor is cursed, and you can’t remove it unless you are targeted by the remove curse spell or similar magic. When removed, you take 50 (10d10) necrotic damage and can never attune to the armor again.
- Useful Plating. You can deal slashing or piercing damage instead of the usual bludgeoning damage on unarmed strikes. You gain a +8 bonus to attack and damage rolls of your unarmed strikes. Unarmed strikes count as magical to overcome resistance and immunity.
- Wicked Existence. This armor acts as a Animated Armor with 66 (6d12 +6) hit points and has its traits when not worn. It can only be attuned if is defeated within 24 hours, otherwise it becomes a monster once more.
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: Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage, Combat, Warding, Cursed, Str. 15 Required, Stealth Disadvantage
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