Armor of Darius

Armor (plate armor), Artifact (Requires attunement)

Two thousand years ago the Chained God, a being so powerful even the combined might of the demon lords could only hold him back and cast him to another material plane, was brought into Andelos.

For months he rampaged across the material plane, destroying all in his path. When it all seemed lost, the giants appeared before the human king Darius and bestowed him with a set of armor the combined knowledge of their land had made.

Black steel, mined by and alloyed by the hill giants. The shape forged by the fire giants. The forgotten rune magic of the frost giants carved along the inside. The magic of the cloud giants weaved within it and enchanted. And the soul of a dying storm giant tyrant bond to the amror itself. A suit of armor made for the single purpose of creating an unstoppable killing machine.

Seeing his purpose before him, king Darius donned the armor. Taking the warnings of how to use it very seriously, and waiting until he was face to face with the Chained God before wearing the helmet.

The armor possessed him, and like a demon the king battled that demon atop the highest peak in all of Andelos. Sword against brute force. human against god. Immortal against mortal.

After six days of fighting the Chained God was defeated and, as his name now suggests, magically chained in the deepest pits of the deepest prisons of the dwarven cities. The king? as soon as the battle was done he took the helmet off died almost immediatly as every wound finally came to his attention and every ounce of exhaustion hit him.

Darius was buried on the top of that mountain, the armor with him, and the legends stopped there. Legends occassionally speaking of invunerable warriors in black armor going on rampages on battlefields, only to die soon after they remove the helmet. No one knows exactly where it is now, but some say some poor adventurer will occassionally find a skeleton with it on them. The armor whispering for use, and the adventurer more than happy to agree.

magic armor. The armor will change to become the exact size of the creature attuned to it once attunement is finishing. Wearing the armor normally, so long as the helmet is not donned, the armor counts as +3 plate mail and holds no other effects, except for the benefits gained from attuning to it.

Random properties. The armor has the following randomly determined properties.

2 minor beneficial property

1 major beneficial property

2 minor detrimental properties

1 major detrimental property

God's rage. When you wear the helmet of this armor make a DC 20 wisdom saving throw. On a failed save you enter a frenzy and begin attacking all creatures in sight. Only coming out of this frenzy when no other targets are in sight. You may repeat this saving throw every minute you are frenzying. Once you stop frenzying you are not put into one again until you wear the helmet again. This effect ends early if someone forces the helmet off your head with a DC 15 strength check.

God's Might. You become resistant to all damage, are not knocked unconcious by being bruoght down to 0 hit points, and your strength increases by 4, to a maximum of 24. If you're brought down to 0 hit points while wearing the helmet of this armor you make death saving throws as normal. after 3 failed death saving throws you can not be healed any longer, unless a spell meant to bring them back from the dead, or a regenerate, is cast on them. If neither of these are done, you die once the helmet is removed.

Hero's holding. The armor holds you together. Every time you take a major injury, such as a broken bone, punctured organ, or similar, spikes shoot out from the armor. Holding the bones back in place. keeping the wounds sticked close. Even pumping your heart if it needs to to keep you alive. This, combined with the below painlessness the armor brings, and the covering nature of plate armor, means an observers or wearers only hint of the wearer being injured might be the pints of blood pouring from crevices. This happens automatically if the wearer takes 20 or more damage from a single attack or source, or if the wearer falls to 0 hit points. Once this happens the armor, except for the helmet, can not be removed short of a wish spell. Unattuning from the armor results in immediate death, as the spikes no longer maitain the wearer.

Painless. Once you first wear the helmet of this armor all physical pain is removed from you. Being unable to feel pain anymore even after removing the helmet. Over the course of 1d10 X 2 weeks this extends to all sense of feeling, including smell and scent.

Damned soul. If a mortal dies in the armor their soul is damned to never be able to go onto any afterlife. They become a spirit wearing the armor and drifting from land to land trying to find some end to their suffering. Those spirits who once wore the armor are drawn to those attuned to it. Trying to warn them not to use the armor and get rid of it. A spirit made by the armor is not a ghost and has no abilities, and can not pass onto anything else except by a wish spell.

Sentiant. The armor is sentiant and can communicate telepathically with creatures within 5 feet of it. It speaks all languages, but usually only speaks with its wearer, or those it is trying to get to wear it. Its mental stats are equal to those of the last creature to attune to it.

Personality. The armor holds no base personallity. Instead its personallity becomes the darkest aspects of the one who wears it. An evil mirror image of the attuned creature. A cleric attuned will be met with every sin they hide their wish to do. A barbarian an unrestrained monster. A paladin a creature of temptation. Take the personallity of the attuned, and amplify every flaw and dark personallity trait to a hundred times a hundred.

Drestroying the armor To destroy the armor of Darius once must drench themselves in celestial blood and willingly throw themselves into a lavs pit of the nine hells.