Plot Armor
Armor (light, medium, or heavy), artifact (requires attunement)
Protection of the Chosen
A lesser god of stories really really wanted his favorite "protagonist" to stay alive so that he could continue to enjoy watching the story of their lives. He wanted to put them in perilous situations but not with too much risk, so that he could shape the end of the story he always imagined.
Curse. To increase the drama in his favorite story, the god who created this artifact made it amplify the personality of the person who wears it. While attuned to the armor, your flaw is amplified in a way determined by the DM.
Additionally, when you become attuned to the armor, you gain a form of indefinite madness (see chapter 8, "Running the Game" of the DMG) to make things more interesting.
Protection. You gain a +3 bonus to AC while attuned this armor, and you have resistance to one type of damage. As an action, you can choose the type from acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
Spellguard. While attuned to this armor, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Fortune's Favor. While you're attuned this armor, any critical hit against you becomes a normal hit.
Glamour. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Serenity. While attuned to this armor, you can't be charmed or frightened.
Shield Burst. While attuned to this armor, you can use an action to cast the Shield spell. After you cast the spell, roll a 1d6. On a roll of 1-5, you can't cast it again until the next dawn.
Sentience. Plot Armor is sentient armor of chaotic neutral alignment, with an Intelligence of 9, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The armor communicates by transmitting emotions, sending a tingling sensation throughout the wearer's body when it wants to communicate something it has sensed. It can communicate more explicitly, through overly dramatic visions or dreams, when the wearer is either in a trance or asleep.
Personality. Plot Armor devoutly believes that it's wearer and itself have key roles to play in future events. It seeks to complete the grandest quest it has heard of in the most reckless and dramatic way possible.
If the wearer hasn't engaged in a sufficiently dramatic and self-endangering action in the past three days, a conflict between it and its wearer occurs at the next dawn.
Plotline Death. Additionally, the armor will instantly trigger a conflict when a dramatic moment occurs that would give its wearer a thematically appropriate death. If the item wins the contest, the item suppresses all of its activated properties and its wearer has disadvantage on all rolls and vulnerability to all damage.
If the wearer is reduced to 0 hit points during this time, they cannot be healed by any means. While at 0 hit points, the wearer is not unconscious and does not make death saving throws, and can use no movement and take no actions except to speak. The wearer dies immediately after the first sentence it says, and the wearer cannot be resurrected by anything but a wish spell.
Destroying the Plot Armor. The only way to destroy Plot Armor is to bathe it in the blood of the god who created it for a year and a day before it finally dissolves.
Credits
- Art: Magebane Armor by Izzy