Berserker Armor, 2nd Variant (5e Equipment)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: appears unfinished. The +2 ultra greatsword needs it's own page/link to it from here. If this is based on berserk it needs a copyright disclaimer.


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Berserker Armor.jpg
Art by https://www.pinterest.es/crystlejock/_saved/

Armor (Plate), artifact (requires attunement)

Once, there lived a man. Fighters could study his battles, barbarians would pray to him for strength, martial artists could only awe in presence of his agility. Beast of battle, unstoppable engine of destruction, pinnacle of a warrior. Berserk, the First Undefeated. None, one or many, could hope to topple his might. But where others fail, one come always on top. Time. In his last days, a brother came to this man. Lonely man, cursed to live till the end of time. This was not a compassionate man, he dragged Berserk into his own madness of eternal life, forging him into a set of armor. Iron from his blood, strings from his hair, unstoppable burning rage from his soul. An item that would make a mere peasant equivalent to an army; indestructible and irreformable; knowing nothing else than war; sentient, and mad from passing time: Berserker's Armor.

Dormant. The armor grants the following benefits in its dormant state:

  • Your AC is set to 19, and cannot be decreased in any way.
  • You gain 1 minor beneficial property.
  • To Awaken Berserk's Armor you need to defeat 150 foes whilst attuned with, and wearing Berserk's Armor.

Awakened. When the armor reaches an awakened state, it starts moving, shielding you better and binding together your body in time of need. It gains the following properties:

  • The suit of armor grants resistance to necrotic damage while worn.
  • You gain access to the Berserk's Frenzy, Withering Rot, Blind Fury, Undying Fury, Awakened Fury, and Full-Frontal Assault properties.
  • To Exalt Berserk's Armor you need to single-handedly defeat a monster of CR 12 or more. Whilst wearing Berserk's Armor.

Berserker’s Frenzy. As an action, the wearer of this armor can don its helmet. Upon doing so, the wearer gains +2 Strength, -2 Wisdom, +3 AC, +5 to melee attack and damage rolls, +20 feet of movement speed, immunity to being frightened or charmed, and advantage on Dexterity and Constitution saves. On the first round of combat and whenever they become frightened, they must succeed a DC 12 Wisdom saving throw or have Berserker’s Frenzy activate. To remove the helmet and end Berserker’s Frenzy, the wearer must use a bonus action to make a DC 18 Wisdom saving throw, kill all creatures within a 100ft radius of the wearer, be magically put to sleep, or die. (increases Strength Ability score maximum to 35)

Withering Rot. Each time you exit Berserker's Frenzy, you gain the Weakened and Staggered condition until you finish a long rest (Weakened condition will affect the user even if they are immune to the poisoned or exhaustion conditions.). If you enter Berserker's Frenzy again within 24 hours since the last time you entered the state you gain 4 levels of gradual blindness, deafness, and numbness.. You ignore any of these conditions while in Berserker's Frenzy.

Blind Fury. While Berserker’s Frenzy is active, the wearer must move toward a creature and make an attack with every opportunity. They can not speak or understand any languages, and any creatures that attempts to telepathically communicate with them must succeed a DC 14 Charisma saving throw or be frightened for 1 minute. They may reattempt this saving throw at the end of each of their turns. While under the effects of Blind Fury, the wearer is immune to psychic damage.

Undying Fury. The Berserker Armor removes a creatures ability to feel pain and skewers bones together with metal spikes to keep them working. While under the effects of Berserker’s Frenzy, they can not fall unconscious, even from falling to 0 hit points. When the wearers negative hit points is equivalent to or greater than the wearers maximum hit points the wearer dies immediately.

Awakened Fury. A creature under the effects of etherealness, astral projection, or a similar effect may grant a creature under the effects of Berserker’s Frenzy within 5 feet advantage on the saving throw to escape Berserker’s Frenzy. On a success with the assistance of an astral projecting creature, they are exempt from the effects of Blind Fury and may end Berserker’s Frenzy as a bonus action.

Full-Frontal Assault. As an action while under the effect of Berserker’s Frenzy, you may coil your body up like a spring, leaping towards a creature within 30ft that you can see, blade first. You must make an Acrobatics check (DC 12). On a success, you leap towards a creature and slam your weapon into every creature within 10ft of your landing spot. On a failed Acrobatics roll, you plummet to the floor and become prone. Creatures hit must attempt DC 15 Dexterity saving throw, taking half damage on a success. This attack deals an additional 1d6 slashing and 1d6 bludgeoning damage. This attack can only be used a number of times equal to the wielders Strength modifier, regaining all uses at the end of a short rest.

Exalted. When the armor reaches an exalted state, it gains the following properties:

  • Your AC is set to 21, and cannot be decreased in any way.
  • You are unable to feel any kind of physical pain.
  • You gain 1 minor beneficial property.
  • You gain 1 major beneficial property.
  • You can cast the haste spell once per Berserker's Fury, which cannot be dispelled.
  • To Merge with Berserk's Armor you must defeat 5 monsters of CR 8 or more that entered initiative at the same time. Whilst wearing Berserk's Armor.

Merged When the armor reaches the Merged state, it gains the following properties:

  • You may replace the weapon you are using shunting it into a void and pull out a +2 Ultra Greatsword using your reaction. It's name is Dragon Slayer and when summoned this way you may ignore its unwieldly property. It does 3d8+ Strength modifier slashing damage and ignores slashing damage resistance plus add 1d8 force damage. During your Berserkers Rage this weapon turns into a +3 Ultra Greatsword. Whilst Wielding this weapon during your Berserker Rage you may Cast Phantasmal Killer as a free action on the next creature you hit with a DC of 17 Wisdom saving throw, you may use this feature once per long rest.

Sentience. Berserker's Armor is a chaotic neutral being, with Intelligence of 22, a Wisdom of 23, and a Charisma of 21. Poor soul made armor is unable to see or hear around itself, and can only communicate and hear his wearer in Common, Dwarvish, Elvish, Draconic and Giant.

Personality. Armor craves battle, but not a mindless bloodshed either; intelligent combat, taking advantage of own strengths and enemies' weaknesses is appealing the spirit, while he outright hates weakness of any kind, and despises with highest authority weak people. Any knowledge of his long lost brother is priceless for the armor, and he will do anything to reunite with him.
Destroying the Berserker Armor. Even if broken apart into pieces, soul of warrior isn't dead; time and greed of people will see it forged anew, even after millennia of wait. The only way to destroy the Berserker's Armor is to strike it with a soul-rending weapon or spell, which will awaken old warrior, to stand and battle as Berserk, the First Undefeated. When slain in that form, his soul is destroyed forever, as well as an artifact.


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