Difference between revisions of "Cala'diel (5e Campaign Setting)/Gear and Equipment/BAotF"

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''[[SRD5:Armor#Plate|Heavy armor (plate)]], [[SRD5:Armor#Armor_Table|Shield]] ([[SRD5:Animated_Shield|animated]]), legendary (requires [[SRD5:Magic_Item#Attunement|attunement]] by a creature of lawful good alignment)''
 
''[[SRD5:Armor#Plate|Heavy armor (plate)]], [[SRD5:Armor#Armor_Table|Shield]] ([[SRD5:Animated_Shield|animated]]), legendary (requires [[SRD5:Magic_Item#Attunement|attunement]] by a creature of lawful good alignment)''
  
This is a cursed set of plate armor complete with a animated shield. Once its new owner attunes to it, the armor will begin to test it's new owner. This test lasts until the armor feels its owner is worthy. This test could take years to complete attunement. In this setting it took its current wearer, [[Cala'diel_(5e_Campaign_Setting)/NPCs/CassidyBurton|Cassidy Burton]], six months to complete attunement. The DM will decide how long this test will last. Legend says some have have completed its test in 5 days. This test should be soul crushing on the new owner, so much so that it will test their resolve to the fullest the entire time. The DM should make this test not only physically demanding, but mentally as well.
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This cursed magical plate armor comes complete with an animated shield. In order to attune to this item the new owner must complete a test. This test lasts until the armor feels the wearer is worthy. This test could take years or days to complete. The armor is very selective of its owners. In this setting it took its current wearer, [[Cala'diel_(5e_Campaign_Setting)/NPCs/CassidyBurton|Cassidy Burton]], six months to complete attunement. The DM will decide how long this test will last. The test can only be carried out while the owner is wearing the armor. The test is a combination of physical and mental stress trials that bring the wearer to different levels of [[SRD5:Condition#Exhaustion|exhaustion]] each time a trial is attempted. Every new trial undertaken increases the level of exhaustion for the day. The DM will decide what the trials will consist of keeping in mind the armors personality. The command word to activate the armor is learned after the final trial, and does not need to be spoken aloud.    
  
Without the command word this armor acts as a normal set a of plate, same with the shield. This gives you a 18 AC and +2 from the shield. This is how it acts until its test is completed.
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Without the command word this armor acts as a normal set a of plate, same with the shield. This is also how it acts until its test is completed and the command word spoken. While the command word is active the armor has AC 20 and the shield becomes [[SRD5:Animated_Shield|animated]]. The shield grants a +3 AC bonus.
  
'''Bloodcursed.''' This item requires the blood of the wearer to function. Once the command word is spoken, the armor stabs the wearer in the back with spikes, installed in the armor itself. These needle sized spikes enter the wearer right below the neck, between the shoulder blades. If this is the first time the wearer has done this, it brings the wearer to their knees in pain. From this point forward the wearer will take 1d10 damage every 6 seconds until they are at 0 hit points. This happens each time the new wearer speaks the command word until the armor considers the wearer attuned. This is the test of the Bloodcursed armor of Light.
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'''Bloodcursed.''' This item requires the blood of the wearer to function. Once the command word is spoken, tendrils on the inside of the plate burrow into the wearer. If this is the first time the command word is spoken the armor brings the attuned wearer to their knees in pain. From this point forward the wearer will take 1d10 damage every six seconds until they reach one hit point, then pass out. When they awake, attunement is complete.
  
Once the test is completed the wearer takes 2d10 damage after speaking the command word. The spikes still act the same, however the damage is taken only once. After this damage is taken, and the wearer can still fight, the armors base AC changes to 23, and the shield becomes animated. The shield grants the wearer a +3 bonus to AC. The shield will protect the wearer at all costs. It acts as a normal animate shield would, floating around its wearer. This will free up one of the wearers hands. The shield also grants its wearer the effects of the Shield Master feat. (pg 170 of the PHB) In addition to these effects, when you take the attack action on your turn, you may also take a bonus action to attack a target within 5 feet of you with the shield. This attack deals 2d6 bludgeoning damage. These effects will stay in effect for 5 hours. After the 5 hours, the word must be spoken again, and the blood paid.
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'''Symbiotic Nature.''' The armor can not be removed while the command word is active. The owner can't voluntarily end their attunement to it. If you are targeted by a spell that ends a curse, your attunement is unaffected, however the tendrils will detach themselves from the wearer and the command word effects will end. The armor requires fresh blood be fed to it. Immediately after speaking the command word the tendrils burrow into the wearer. The wearer must feed all remaining unused hit dice to the armor, and take an additional 1d10 damage.  
  
'''Sentience.''' This armor is a sentient lawful good armor with Intelligence 16, Wisdom of 12, and Charisma of 20. It speaks to its wearer telepathically. Its voice mimics the wearers perfectly, so much so that it does not go by a name, and has never been given one. All wearers hear its voice as their own inner monologue speaking to them. This drives all wearers to brink of insanity at first, but this is why the test takes so long. Once they pass the test the wearer has grown to accept this, and can separate out their own thoughts from the armors.  
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'''Sentience.''' This armor is a sentient lawful good armor with Intelligence 16, Wisdom of 12, and Charisma of 20. It speaks to its wearer telepathically. Its voice mimics the wearers perfectly, so much so that it does not go by a name, and has never been given one. All wearers hear its voice as their own inner monologue speaking to them. This drives all wearers to the brink of insanity at first, but this is why the test takes so long. Once they pass all the trials the wearer has grown to accept this, and can separate out their own thoughts from the armors.  
  
'''Personality.''' The armor's purpose is that of a Glory and Destiny seeker. It wants a wearer it feels is worthy of its power. It will attempt to break its new owner in every way possible while the test is taking place, then finally accept its new owner. Once it feels it has found this person, it will speak to its new wearer in a very positive tone. It will be the driving force behind its owners actions. It wants as much good fortune and fame for its wearer as possible. The two will feel a true kinship to each other when the test is complete. It truly feels that it has found a partner worthy of its greatness. It wants its wearer to be a hero, a symbol of justice and heroism. Its methods may sound evil, but it is of lawful good alignment. It is taking what it feels as the necessary actions to build a champion of light.   
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'''Personality.''' The armor's purpose is that of a Glory and Destiny seeker. It wants a wearer it feels is worthy of its power. It will attempt to break its new owner in every way possible while the test is taking place, then finally accept its new owner. Once it feels it has found this owner, it will speak to its new wearer in a very positive tone. It will be the driving force behind its owners actions. It wants as much good fortune and fame for its wearer as possible. The two will feel a true kinship to each other when the test is complete. It truly feels that it has found a partner worthy of its greatness. It wants its wearer to be a hero, a symbol of justice and heroism. Its methods may sound evil, but it is of pure intent. It is taking what it feels are the necessary actions to build a champion of light.   
  
If the shield or the armor are ever separated, the pieces will call to one another. If another person tries to wear a piece, while the other piece is still with the attuned owner, then it does not work. If it is the armor that is being worn by another person, while the shield is still with the attuned owner, the armor will bring the new wearer to 0 hit points as fast as it can, using the same method as it does for the test. Then the piece that is still with the attuned owner will speak to the attuned owner, telling them exactly wear the other piece is located, in the same manner the ''locate object'' spell works. It will drone orders in the attuned owners head, compelling them to find the missing piece, so much so that it is all the owner will want to do. It will drive them to exhaustion ever day, day after day, until they locate it.  
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If the shield or the armor are ever separated, the pieces will call to one another. If another person tries to wear a piece, while the other piece is still with the attuned owner, then it does not work. If it is the armor that is being worn by another person, while the shield is still with the attuned owner, the armor will bring the new wearer to 0 hit points as fast as it can, using the same method as it does for the bloodcurse. Then the piece that is still with the attuned owner will speak, telling them exactly wear the other piece is located, in the same manner the ''locate object'' spell works. It will drone orders in the attuned owners head, compelling them to find the missing piece, so much so that it is all the owner will want to do. It will drive them to exhaustion ever day, day after day, until they locate it.  
  
 
If both pieces are separated from the attuned owner, the armor will not let anyone attune to it for 30 days, unless the attuned owner was killed wearing it. In this case the armor will allow another creature to attune to it right away. Otherwise, it will wait this time thinking that its chosen owner is more than capable of reclaiming it. After the 30 days, it will allow for a new owner. However, the armor will never forget someone who has attuned to it. If a former attuned owner reclaims it after the 30 days, the armor will remember them, and perhaps allow attunement again without a test.
 
If both pieces are separated from the attuned owner, the armor will not let anyone attune to it for 30 days, unless the attuned owner was killed wearing it. In this case the armor will allow another creature to attune to it right away. Otherwise, it will wait this time thinking that its chosen owner is more than capable of reclaiming it. After the 30 days, it will allow for a new owner. However, the armor will never forget someone who has attuned to it. If a former attuned owner reclaims it after the 30 days, the armor will remember them, and perhaps allow attunement again without a test.

Revision as of 03:39, 15 January 2020

Bloodcursed Armor of Light

Bloodcursed Armor of Light

Heavy armor (plate), Shield (animated), legendary (requires attunement by a creature of lawful good alignment)

This cursed magical plate armor comes complete with an animated shield. In order to attune to this item the new owner must complete a test. This test lasts until the armor feels the wearer is worthy. This test could take years or days to complete. The armor is very selective of its owners. In this setting it took its current wearer, Cassidy Burton, six months to complete attunement. The DM will decide how long this test will last. The test can only be carried out while the owner is wearing the armor. The test is a combination of physical and mental stress trials that bring the wearer to different levels of exhaustion each time a trial is attempted. Every new trial undertaken increases the level of exhaustion for the day. The DM will decide what the trials will consist of keeping in mind the armors personality. The command word to activate the armor is learned after the final trial, and does not need to be spoken aloud.

Without the command word this armor acts as a normal set a of plate, same with the shield. This is also how it acts until its test is completed and the command word spoken. While the command word is active the armor has AC 20 and the shield becomes animated. The shield grants a +3 AC bonus.

Bloodcursed. This item requires the blood of the wearer to function. Once the command word is spoken, tendrils on the inside of the plate burrow into the wearer. If this is the first time the command word is spoken the armor brings the attuned wearer to their knees in pain. From this point forward the wearer will take 1d10 damage every six seconds until they reach one hit point, then pass out. When they awake, attunement is complete.

Symbiotic Nature. The armor can not be removed while the command word is active. The owner can't voluntarily end their attunement to it. If you are targeted by a spell that ends a curse, your attunement is unaffected, however the tendrils will detach themselves from the wearer and the command word effects will end. The armor requires fresh blood be fed to it. Immediately after speaking the command word the tendrils burrow into the wearer. The wearer must feed all remaining unused hit dice to the armor, and take an additional 1d10 damage.

Sentience. This armor is a sentient lawful good armor with Intelligence 16, Wisdom of 12, and Charisma of 20. It speaks to its wearer telepathically. Its voice mimics the wearers perfectly, so much so that it does not go by a name, and has never been given one. All wearers hear its voice as their own inner monologue speaking to them. This drives all wearers to the brink of insanity at first, but this is why the test takes so long. Once they pass all the trials the wearer has grown to accept this, and can separate out their own thoughts from the armors.

Personality. The armor's purpose is that of a Glory and Destiny seeker. It wants a wearer it feels is worthy of its power. It will attempt to break its new owner in every way possible while the test is taking place, then finally accept its new owner. Once it feels it has found this owner, it will speak to its new wearer in a very positive tone. It will be the driving force behind its owners actions. It wants as much good fortune and fame for its wearer as possible. The two will feel a true kinship to each other when the test is complete. It truly feels that it has found a partner worthy of its greatness. It wants its wearer to be a hero, a symbol of justice and heroism. Its methods may sound evil, but it is of pure intent. It is taking what it feels are the necessary actions to build a champion of light.

If the shield or the armor are ever separated, the pieces will call to one another. If another person tries to wear a piece, while the other piece is still with the attuned owner, then it does not work. If it is the armor that is being worn by another person, while the shield is still with the attuned owner, the armor will bring the new wearer to 0 hit points as fast as it can, using the same method as it does for the bloodcurse. Then the piece that is still with the attuned owner will speak, telling them exactly wear the other piece is located, in the same manner the locate object spell works. It will drone orders in the attuned owners head, compelling them to find the missing piece, so much so that it is all the owner will want to do. It will drive them to exhaustion ever day, day after day, until they locate it.

If both pieces are separated from the attuned owner, the armor will not let anyone attune to it for 30 days, unless the attuned owner was killed wearing it. In this case the armor will allow another creature to attune to it right away. Otherwise, it will wait this time thinking that its chosen owner is more than capable of reclaiming it. After the 30 days, it will allow for a new owner. However, the armor will never forget someone who has attuned to it. If a former attuned owner reclaims it after the 30 days, the armor will remember them, and perhaps allow attunement again without a test.