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💀🖤👑 The Carapace of the Bone King 💀🖤👑

Centuries ago, a king, ruthless in his reign and mad with the desire for immortality, sought power in the dark arts of necromancy. His court, once filled with merriment, gradually transformed into a silent assembly of fearful souls, many of whom vanished mysteriously, never to be seen again.

As the story goes, the king commissioned the construction of an armor, one that would bind his spirit to the world of the living, even beyond death. Craftsmen and mages, under the duress of threats and curses, worked with materials the world had never seen. Bone, not of beasts, but of the king's enemies and, some say, even his loyal subjects, was carved and shaped, merging with forbidden magic to form the Carapace.

The final piece, the elongated laughing skull across the torso, was said to have been shaped from the king's very own spine, transformed by rituals so dark that even uttering them would bring a curse.

The day it was donned, the skies darkened, and the land was covered in an eternal night. The once-great kingdom was left in ruins, and its people transformed into wailing spirits, forever trapped in the nightmare of their Bone King.

To this day, it's said that the Carapace still exists, waiting in the shadows for its next wearer, promising power and immortality, but at what cost?

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Carapace of the Bone King

Armor (half plate), legendary (requires attunement)

This pristine white armor appears to have been forged from the very essence of the undead. White skulls, unnervingly lifelike, serve as shoulder pads, their hollow eye sockets ever-watchful. At its center, the armor features an laughing skull that stretches across the wearer’s torso. When donned, it gives the disturbing appearance that the wearer's torso consists only of skeletal remains, devoid of any muscle or tissue. The armor tapers into an integrated belt adorned with a centrally placed, ornate skull.

While wearing this armor, you gain a +2 bonus to AC.

Aura of the Dam ned. Enemies within 10 feet of you feel a chill in their bones. They have disadvantage on saving throws against being frightened.

Master of the Dead. When you reduce a creature to 0 hit points with an attack, you can use your reaction to invoke the dark powers of the armor. You can cast the spell "Animate Dead" without expending a spell slot or material components. The animated creature rises from the remains of the slain, forever bound in servitude until released or destroyed. You can have a maximum of 10 animated creatures under your control through this ability at any one time. If you attempt to exceed this number, you must choose which of the previously animated creatures becomes free of your control.

Skeletal Command. Skeletons summoned by you have an additional 10 hit points and deal an additional 1d8 damage on their attacks.

Curse. The armor is deeply tied to the power of the undead. Donning it immerses the wearer in an incessant cold, with whispers of countless lost souls forever trapped in its make echoing faintly in their ears.

  • As part of this curse, while wearing this armor, you are immune to necrotic damage. This unnatural resistance is a manifestation of the armor's hold over the boundary between life and death.
  • Spells or abilities designed to restore hit points will instead damage you by the same amount they would have healed. Conversely, necromantic spells of 1st level or higher that normally deal necrotic damage will restore your hit points rather than harming you.
  • Due to the unsettling aura and appearance of the armor, you have disadvantage on persuasion checks with living creatures, as they are instinctively unnerved by your presence.

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