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JNAProductions
2020-09-28, 06:38 PM
Necrodermic Armor
Armor (Any), Artifact

Simply touching this armor lets the creature doing so feel a malign intelligence, lurking just beneath the surface, ready to spring out at a moment's notice. Without attunement, this functions as a nigh-indestructible, but ultimately ordinary, suit of armor, save for its AC bonus being one point higher than normal. Additionally, any damage that the armor somehow manages to suffer is repaired within moments, leaving it as pristine as ever.

Attuning to Necrodermic Armor is much more difficult than normal attuning, and comes in three steps.

The First Step-Learning The Armor's Desire

Over a short rest, one may attempt to attune to the armor. Doing so does not attune the wearer to it, but does reveal to them what the armor requires to be attuned to. Some common goals include, but are not limited to...

-The death of a former user
-The sublimation into the armor of other magic items
-The souls of a dozen newborn sentients

While the goals are not always evil, they usually are. Once substantial progress has been made towards starting the goal, the Necrodermic Armor will allow itself to be attuned to.

Once attuned, the armor adjusts itself to the user's form, fitting like a second skin. If beneficial to the user, it treats itself as being one category lighter than normal (Heavy->Medium, Medium->Light, Light->Unarmored). Note that, even in the case of Light Armor being treated as Unarmored, you may not stack it with Unarmored Defense. You may, however, wear it and still gain the benefits of that feature. Finally, the AC bonus increases by one, to two points higher than normal.

The Second Step-Completing The Armor's Desire

Once the goal of the armor is complete, they will allow themselves to be attuned to further. By wearing the armor and attuning to it over a long rest, the armor becomes one with the user. While it can still be removed, it is perfectly molded to the user, allowing for facial expressions to be visible and offering no hindrance at all to their movement.

When this level of attunement is reached, the AC bonus increases by one more, to a total of three points higher than normal. Additionally, the user may, as a reaction, gain resistance to any one damage type till the start of their next turn.

The Third Step-Becoming The Armor

If the armor likes you enough, and you work well together, it may offer you a third level of attunement. To be properly attuned requires 24 hours uninterrupted as the armor forms a cocoon of necrodermis around you. Like a caterpillar's cocoon, you will be melted into slush, and reformed into a new body made entirely of necrodermis.

When complete, you emerge, your skin entirely metallic. You are no longer considered to have an attunement slot filled by the armor-you ARE the armor. The AC bonus increases by one more, to a total of four points more than the normal AC value, and you gain the regenerative qualities of necrodermis. You regain a number of HP equal to your Constitution modifier plus your proficiency bonus or five, whichever is higher, at the start of your turn.

When you finally die, whether from your unnaturally extended life force running out (those who become necrodermis can live a thousand times longer than their unaugmented counterparts) or, more likely, by being killed, your soul is absorbed into the unharmed armor, which is slowly revealed as your body rots away into oblivion.

Amechra
2020-09-28, 09:39 PM
JNA, I thought you knew the rule: don't wear Necrons.

What happens if the third step of attunement is interrupted?

JNAProductions
2020-09-28, 10:06 PM
JNA, I thought you knew the rule: don't wear Necrons.

What happens if the third step of attunement is interrupted?

Well, you're a puddle of ooze inside the cocoon.

Admittedly, said cocoon is necrodermis, so it's actually quite difficult to interrupt, but if managed... You dead.