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A very unconventional item that can dramatically change the play style of any class.

A lot of work went into this. We are curious about what you think and if anyone has any questions, you can find us on Boss-Loot Discord server.

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Wyrm Bond

Armor (light), legendary (requires attunement)

Deep in the jungle, the elf finally caught up with the strange creature he had been tracking for hours. Watching it from a distance, he suddenly begins to whisper, "Worm, scry this creature and tell me its strengths and weaknesses."

A small, dragon-like creature made of shimmering blue and silver arcane energy manifested from his armor. "This creature is far beyond your physical strength and agility, Master, but your skill in the secrets of magic and your experience in combat are superior."

The elf thought for a moment and then said, "Worm, continue to study the creature in detail and prepare me for battle. I need to know what spells I should use and what strategies will be most effective."

To which the worm replied, "Master, this will cost you a portion of your life force."

"Do it," the elf said, "We must face it..."

Sentience and Communication

This armor is a sentient magical symbiote represented by some characteristics seen in dragons. It has an Intelligence of 14, a Wisdom of 18 and a Charisma of 16. He can speak, and can manifest physically under certain circumstances or when spoken to. You can address the symbiote as "Worm" or "Wyrm".

The Wyrm does not want to leave his host and once you don this armor, you can't doff it unless you make a Charisma check contested by the Wyrm Wisdom. You need to have a good argument to convince him. You can try this only when you level up your character. If you try to doff it in any other way you die.

Powers

The symbiote feeds off the wearer's energy, vitality, and magical power, which in return gives it various advantages in battle. Each time you use one of the active abilities, you must say the activation word "Worm" and the name of the ability. The symbiote will feed on 10% of your current and maximum hit points. Missing maximum hit points are only recovered when the character levels up. The symbiote can feed on up to 50% of your initial maximum hit points to complete the symbiosis. When this has been achieved you will receive a new ability randomly from a pool of other abilities and any ability you use will no longer deduct your hit points.

  • This armor offers no protection to the wearer.
  • You can ask the symbiote about a creature's advantages and disadvantages before combat.
  • Spells of 4th level or lower need no ingredients or arcane focus.
  • Dual Spell (Active Ability): This ability lasts for 2 turns. During combat, you can cast spells of level 4 or lower as a bonus action (requires feeding the symbiote 10% hit points from your current and maximum hit points. Missing maximum hit points, are only recovered, when the character levels up.
  • Find Weakness (Active Ability): This ability requires a weapon in hand and lasts 2 turns. During combat you ignore all buffs but you are immune to all conditions, you cannot cast spells, you have no bonus action, as an attack action you make a single attack with a +5 bonus and the attack always has advantage and critical damage (requires feeding the symbiote 10% hit points from your current and maximum hit points. Missing maximum hit points, are only recovered, when the character levels up.
  • Last Breath (Temporary Effect): When you take lethal damage in combat, the symbiote can make you invulnerable for 2 turns. This requires a lot of energy so you need to have at least 5 current hit points to trigger the "Last Breath" effect. Once activated, your current hit points will be reduced to 1.

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Legendary Looters can experiment with the automation in combat to familiarize themselves with the mechanics of the item.

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