D&D 5E New Magic Armor: Plate Armor of the Final Word

Hawk Diesel

Adventurer
So I am preparing to run Curse of Strahd. In my preparations I'm looking through all the treasure offered and trying to make it more interesting. For example, there is a potential for the players to get a +2 Plate Mail. Now, not only is that a really powerful item, but it seems boring. And so, I thought I'd upgrade it somewhat. I'd love some feedback and thoughts.

Plate Armor of the Final Word
Armor (Heavy), Very Rare (Requires Attunement)

This +1 Plate Armor has several unique properties. If any undead creature is within 120 feet, the armor begins to release a light, harmless, smoke that smells of brimstone or rotten eggs.

In addition, the armor contains an unstable charge of magical energy. When worn by an individual attuned to the armor, as an action the wearer can speak a command phrase, “Vitum Ex Mortus.” Uttering this phrase ignites the contained magic, pulling the wearer’s life energy out and turning it into a wave of incredible power. The wearer may choose up to 5 targets within sight, living or dead. If the targets are dead and have been dead no longer than one minute, they are revived and instantly on their feet. All chosen targets are then treated as if they have just had a long rest.

This wave of energy is also destructive, wreathing your in a cleansing holy fire. All enemies within 30 feet must make a Dexterity Saving Throw (DC 15) or take 10d6 radiant damage. Those that save only take half damage.

No matter what protections or precautions taken by the wearer, saying the command word results in the wearer’s death and the destruction of the armor and all possessions. Nothing is left of the wearer, not even ash. If the wearer chooses to make this sacrifice they cannot be returned from the dead by any magic short of a Wish spell, as the armor’s magic requires the destruction of the wearer’s soul. Even then, using a Wish spell can only recreate the wearer’s soul. Afterwards, it becomes possible to resurrect the wearer.

In order for the command word to work, the wearer must have intent to use the power and make the choice freely. The power fails if the wearer is under any kind of charm or compulsion.

EDIT: Changed from the original to reflect suggestions.
 
Last edited:

log in or register to remove this ad

So I am preparing to run Curse of Strahd. In my preparations I'm looking through all the treasure offered and trying to make it more interesting. For example, there is a potential for the players to get a +2 Plate Mail. Now, not only is that a really powerful item, but it seems boring. And so, I thought I'd upgrade it somewhat. I'd love some feedback and thoughts.

Plate Armor of the Final Word
Armor (Heavy), Very Rare (Requires Attunement)

This +1 Plate Armor has several unique properties. If any undead creature is within 120 feet, the armor begins to release a light, harmless, scentless smoke.

In addition, the armor contains an unstable charge of magical energy. When worn by an individual attuned to the armor, as an action the wearer can speak a command word, “Mortus.” Uttering this word ignites the magic of the armor, ripping out the wearer’s life energy and unleashing it as a massive and violent explosion of holy fire. All creatures within 30 feet must make a Dexterity Saving Throw (DC 15) or take 20d6 radiant damage. Those that save only take half damage.

No matter what protections or precautions taken by the wearer, saying the command word results in the wearer’s death and the destruction of the armor.

In order for the command word to work, the wearer must have intent to use the power and make the choice freely. The power fails if the wearer is under any kind of charm or compulsion.

Usually when I appraise a homebrew magical item, the first thing I do is figure out how to exploit the $#%@ out of it. Not because I necessarily intend to use said exploit, or expect my players to do so. It's just nice to be prepared for eventualities.

In this case, I would anticipate the wearer has a spellcaster on standby to cast Revivify. How would you respond to the prospect of this event? Modify it so the user can't be raised from death? Just say it doesn't work because the wearer didn't really intend to sacrifice himself? Go along with it and accept you've added a low-cost tactical nuke to the game? Just some food for thought.
 

As a player, there are few things that I hate more than one-shot magical items. This is an example of +1 plate armor that warns of nearby undead, which has a terrible secret that I will never tell anyone about for fear that they might consider or suggest using it.

There are cheaper ways to get a fireball effect.
 

My thought would be to give it to a follower or commoner that I could convince to sacrifice themselves against Strahd. That shouldn't be too hard.

Though even then, I doubt the damage would be worth the loss of the armor.

If you really want a "go out with a bang" item, I'd make the damage equal to the normal max hp of the triggering character, save half. A creature grappling with the armor's wearer gets no save at all. The wearer is killed automatically and disintegrated, as if by the spell.
 


Not sure if you are trying to lean into the horror element of Strahd, but this armor doesn't seem very heroic to me. And really, with an average of around 55 points of damage (adjusting for those making the save), it seems almost more designed to take out low level threats than powerful ones. I can't imagine anyone ever actually using the Mortus effect.

Why not instead, when the user issues the command Mortus, she sacrifices her soul in a radiant burst as a bright holy light flows out of her to all allies within 120', revivifying (per the spell) up to 5 creatures of the wearer's choice and then giving all creatures in range the user chooses the benefit of a long rest. Once used, the wearer cannot be resurrected by any means, as she has sacrificed herself to save her allies.
 

Usually when I appraise a homebrew magical item, the first thing I do is figure out how to exploit the $#%@ out of it. Not because I necessarily intend to use said exploit, or expect my players to do so. It's just nice to be prepared for eventualities.

In this case, I would anticipate the wearer has a spellcaster on standby to cast Revivify. How would you respond to the prospect of this event? Modify it so the user can't be raised from death? Just say it doesn't work because the wearer didn't really intend to sacrifice himself? Go along with it and accept you've added a low-cost tactical nuke to the game? Just some food for thought.

See, this is why I like posting on here, to uncover my own blind spots and biases. So I think one thing I should clarify is that the user's body and gear are destroyed, and the user can only be returned to life with a true resurrection or wish. Though I have a feeling Barovia may return the character in an unexpected way (begin maniacal laughter).

My thought would be to give it to a follower or commoner that I could convince to sacrifice themselves against Strahd. That shouldn't be too hard.

Though even then, I doubt the damage would be worth the loss of the armor.

If you really want a "go out with a bang" item, I'd make the damage equal to the normal max hp of the triggering character, save half. A creature grappling with the armor's wearer gets no save at all. The wearer is killed automatically and disintegrated, as if by the spell.

If one of the player's could successfully role play for one of the NPCs that has a true soul to sacrifice themselves (would not work on one of those born without a soul), I would be willing to reward that.

Not sure if you are trying to lean into the horror element of Strahd, but this armor doesn't seem very heroic to me. And really, with an average of around 55 points of damage (adjusting for those making the save), it seems almost more designed to take out low level threats than powerful ones. I can't imagine anyone ever actually using the Mortus effect.

Why not instead, when the user issues the command Mortus, she sacrifices her soul in a radiant burst as a bright holy light flows out of her to all allies within 120', revivifying (per the spell) up to 5 creatures of the wearer's choice and then giving all creatures in range the user chooses the benefit of a long rest. Once used, the wearer cannot be resurrected by any means, as she has sacrificed herself to save her allies.

This is actually a much better idea than mine, and I definitely am going to adjust it as this. I still think there should also be at least also small damage component to enemies, but I really like this idea!
 

Trending content

Remove ads

Top