Armaments of Aggression

Armor, artifact (requires attunement)

The complete set of the armaments of aggression was forged in the mists of antiquity from the blackest alien metals gathered from a world-killing meteorite. The arms and armor were worked in shadow upon the forges of the elder gods, the fiery panoply tempered in the blood of virgins. Originally crafted for a forgotten demigod destined to rule his world, the armaments granted him a tireless rage upon the field of battle, with each downed foe granting him greater power. With innumerable victories under his belt, the demigod grew more bloodthirsty, but also more careless. Eventually he rebelled and led his forces against the font of his godhood; he was lost to the Abyss in the crossing over. The armaments of aggression were scattered throughout the planes. Wherever one of the pieces is recovered, war and strife surely follow.

A helm, greaves, breastplate, shield, and half-spear make up the complete armaments of aggression, and it is said whosoever possesses the complete set shall be all but invincible in battle.

Helm: This grants you protection from the decapitating effects of vorpal weapons and immunity to mind-affecting effects. Further, you gain a +10 bonus on Intimidate checks. Lastly, you may cast thunderwave once per day with a spell save DC of 18 and 8d8 base damage. Each time you don the helm you must succeed on a DC 17 Wisdom saving throw or use the thunderwave ability and your alignment shifts to chaotic along the law-chaos axis. This change cannot be undone until you rid yourself of the helm for good.

Breastplate: This functions as +5 breastplate armor and further grants you resistance to nonmagical bludgeoning, slashing, and piercing damage. While wearing the breastplate, you regain 3 hit points at the beginning of each round if you are not at 0 hit points. Upon donning this breastplate each time, you must succeed on a DC 17 Constitution saving throw or lose 2 points of Charisma.

Greaves: These function as boots of speed and further grant you the evasion ability like a rogue. Additionally, you gain a +10 bonus on Dexterity (Acrobatics) checks involving keeping your balance. Each hour the greaves are worn in a non-combat situation, you must succeed on a DC 17 Wisdom saving throw or automatically kick the person or creature nearest you. You continue kicking the same creature until restrained (even then trying to break free and continue the assault) or the creature is unconscious. You can attempt a DC 20 Wisdom saving throw each round to break the effects.

Shield: The shield is a large steel +5 shield and further grants you the ability to create a magic circle against lawful creatures once per day. As long as you carry the shield, you have disadvantage on all Charisma-based checks made against lawful creatures.

Spear: The spear is a +4 spear that sheds light in a 20-foot-radius. It cannot damage undead creatures. If you hit a lawful creature, it does an additional 3d6 necrotic damage. You can use the spear to cast dispel evil and good once per day. Each time you enter combat, you must make a DC 17 Wisdom saving throw. On a failed save, you rely solely on this weapon in that battle, foregoing any other weapons or attacks you have (such as spells and spell-like abilities, for example).

Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

scroll to top