Grand Kings Armor (5e Equipment)

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Armor (plate), artifact (requires attunement by a creature of good alignment)

There was once a king who ruled his country based on one principle: "No gods, no masters—only man." He had a suit of armor made to represent these qualities. Long ago, the man's kingdom mysteriously disappeared, leaving behind only this suit of armor.





Sentience. The Grand King's Armor is a Chaotic Good weapon. It has an Intelligence of 22 (+6), a Wisdom of 18 (+4), a Charisma of 22 (+6), and a passive Perception of 19.
Personality. The Grand King's Armor speaks with a voice of Pride and Power, claiming its wielder is destined to be a powerful King. If the wearer comes across another king and concludes the king to be weak or selfish, the armor will order its user to kill the rival or make them step down. The Armor can speak aloud or telepathically to its wearer, often offering battle strategy advice to them, and can speak, read, and write any language its wearer knows as well as two languages of their choosing. The Armor will always refer to its wielder as "My King," "My Lord," or "My Leige."

While wearing this armor, your AC is equal to 15 + your Strength modifier + your Constitution modifier.

King's Requiem. By donning this armor, you reject the way of worshipping gods and resolve to rely on nothing but your own power. If you are a Paladin with an oath, this oath is now something you pledge only to yourself.

Crowning. While attuning to this weapon, your mind will be subjected to images of a brutal and bloody war. You must make a DC 20 Constitution saving throw. On a success, you attune to the armor. On a failure, you take 10d10 psychic damage and cannot attempt to attune to the armor again.

Ring Form. As a bonus action, you can speak this armor's command word, and it will turn into a plain metal ring. Speaking the word again will revert it to its armor state on your body.

King's Presence. While attuned and wearing this armor you give out a commanding and powerful aura. Any skill check you make using Charisma is done with advantage.

Royal Weapons. As an action, you can magically create one of the following weapons. Each counts as being a magical attack for the purposes of overcoming resistance and immunity to nonmagical damage. You can only create one weapon at a time.

  • Excalibur. This longsword glows with supernatural power. You have a +3 bonus to attack rolls made with this magic weapon, and it deals an additional 2d10 radiant damage on a hit.
  • The Grand Bow. Any arrow drawn by this longbow radiates light and heat. You have a +3 bonus to attack rolls made with this weapon, and it deals an additional 2d10 radiant damage on a hit.

King's Shield. While you are attuned to this armor, you have resistance to all damage but psychic and lightning damage. Additionally, when you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

King's Sight. The Armor grants the wearer 25 feet of blindsight and darkvision, and it renders you immune to becoming blinded or deafened.

Charges. The Grand King's Armor possesses the following powers, all of require charges to use. The Grand King's Armor has 20 charges, and regains (1d4 + your Constitution modifier) charges daily at dawn. Activating any of the powers requires an action.

King's Lances. You may expend 4 charges to summon 4 spears of light that have a range of 25/50 ft that deal 3d10 radiant damage and 2d6 piercing damage. You can use 2 charge to summon 1 spear that you wield that has reach and deals 2d10 radiant damage and 1d10 piercing damage.

King's Way. You may expend 5 charges to teleport to any point you can see within 60ft. You can teleport further by using 3 additional charges per 10 feet beyond 60.

King's Wrath. You may expend 10 charges to cast Sunburst without using a spell slot or material components.

King's Blight. You may expend 20 charges and choose one creature that you can see. The target must make a DC 21 Constitution saving throw. On a failed save, they take 15d10 psychic damage and are frightened of you. On a successful save they take half damage and aren't frightened. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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No Gods, No Masters—Only Man. Source

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