5 Magic artifacts for 5e from Berserk

5 Magic artifacts for 5e from Berserk

Over the past weeks, I have created new content for different game systems inspired by my love of tokusatsu, like last week when I turned Kamen Rider Kuuga into a subclass for the monk class on 5e. Here is a link to that article.

This week, we continue with our mandate to keep the 5e press running like there's no tomorrow... This time I bring you 5 magic items, and to spice it even more, it will be with inspiration drawn from an anime. (What can I say? I'm sometimes your stereotypical weeb).

Berserk title

Kentarou Miura’s Berserk is one of the most influential anime/manga series, with many media products produced in and out of Japan, including elements or easter eggs from it. From the iconic Berserker Armor to the Weapons of the Apostles, Berserk can be a mine for Dungeons and Dragons content. Without further introduction here are the magic items. 

Berserker Armor

When I first thought of creating this article, the first 3 that came to mind were Guts’ armor, sword, and mechanical arm in that order. Unpopular opinion, the armor for me is more iconic than the sword, it is the first thing I think when I see anything related to it, also my favorite arc is the Spirit Tree Mansion. So the natural thing was to give the user a Rage-like effect to enhance physical abilities with a drawback. Still, after a couple of drafts, I realized I was just reinventing the Rage feature, so I decided to just give the feature to the wearer, but with a few tweaks. Finally, I had to add something if the user is already a barbarian, because if Guts is a barbarian, I need him to gain some benefits while wearing the armor. 

Berserker Armor
Armor (Plate armor), Legendary (Requires Attunerment) 
You can add your +Dex modifier to Armor class, and you gain the Rage feature of the barbarian while wearing this armor. The Rage Feature granted by this armor has the following changes. 

  • You can enter and extend your rage while wearing this armor.
  • Your Rage Damage is always of +3 damage.
  • When you enter your Rage you gain 2d12 of temporary Hit Points
  • You can only enter your Rage 2 times per day. 
  • Whenever you finish your turn on Rage you receive 1d12 of damage.

If you already have the Rage feature, you gain the following benefits to your rage while wearing this armor.

  • Your Rage Damage increases by +3 damage.
  • When you enter Rage you gain 3d12 of temporary Hit Points
  • You can enter your Rage 2 additional times per day.
  • Whenever you finish your turn on Rage you receive 1d12 of damage. 

Dragon Slayer (Guts Sword)

The second most important item on my mind and the most recognizable of the series, we can almost call it the grandparent of all the gigantic swords known in media. And thanks to FromSoftware, I know exactly what it needs to do as a playable Item, hit hard and strike fear in the hearts of your enemies. 

Dragon Slayer (Guts Sword)
Weapon (Greatsword), Legendary
This item loses its Two-Handed property if your Strength Attribute is 19 or higher. 
You add double your Strength modifier to any damage rolls made with this weapon.
You gain Advantage on all your attack rolls against Fiends and Dragons and deal an extra 1d6 of Psychic damage.

The Dragon Knight Greathammer

Trying to showcase more than just Guts’s equipment, I came up with a different Idea, following a little bit of a FromSoftware style idea and turning the enemies into magic artifacts, so this is my first version and prototype of that idea. Turning Grunbeld into a magic item that combines its human form and dragon form was relatively easy. Take his Greathammer and give it more damage, then I had to decide if I wanted it to give an ability of a dragon or allow the wielder to cast polymorph but only to take the form of a dragon, I went with the first option and gave it a Red dragon’s breath. 

The Dragon Knight Greathammer
Weapon (Maul), Legendary (Requires Attunement)
This weapon deals an extra 1d12 of Fire damage. 
The weapon has 5 magic charges that recover at dawn. You can expend one charge to make a magic action and make Fire Breath. Dexterity Saving Throw: DC 17, each creature in a 15-foot Cone. Failure: 56 (16d6) Fire damage. Success: Half Damage.

Falcon Armor

A Hero is only as great as their antagonist, and in Guts’ case, it couldn't be more true. Griffith is one of anime’s greatest villains, being on par with Aizen, Dio, Kira, Chars, and for some of those, I even said he was the blueprint for their creation. A man whose power and charisma are only surpassed by his ambition. In this armor, I aimed to reflect both the nearly omnipotent being and the hypercharismatic front that can inspire anyone to follow him. By using both of his titles, I created the Idea of an armor that grants different powers depending on the hour of the day. During the day, you shine and make everyone believe in you and follow you up to the end of the world, and during the night your untouchable you know what is going to happen and wont allow your enemies to lay a single hand on you, because after all “everything goes according to plan”. 

Art by @tsukkise. Original post here.

Falcon Armor
Armor (Half Plate armor), Legendary (Requires Attunement).
You can add your +Cha modifier to Armor class while wearing this armor. Depending on the hour of the day, the armor provides different abilities to its user. This armor has five magic charges and recovers them at dawn. 
Falcon of Light. While it's day, you gain the following abilities while wearing this armor.

  • You gain Advantage on all your Charisma skill checks. 
  • Expend 1 magic charge to cast Charm Person (Save DC 21). 
  • Expend 2 magic charge to make every creature around you in a 20-foot radius pay attention to you.

Falcon of Darkness. While it's night, you gain the following abilities while wearing this armor.

  • Any attack roll made against you gains Disadvantage.
  • Expend 1 magic charge to cast Misty Step
  • Expend 3 magic charges to reduce the damage you would take from an attack to 0. 

Skeleton Knight Blade 

The last of the artifacts had to be another weapon. This weapon is wielded by Skull Knight, the enigmatic character who knows many things about the God Hand and causality, and can see beyond the natural realm. So I decided to give his sword a similar effect to Pathfinder's “ghost touch” to affect inmaterial beings and show the ability to open a rift between worlds with the banishing smite.

Skeleton Knight Blade
Weapon (Longsword), Legendary (Requires Attunement)
This weapon deals an extra 1d8 of Necrotic damage.
This sword can damage any creature that's on this plane or in between planes, and attacks made with this sword cannot gain disadvantage.
Once per day, you can cast banishing smite (Save DC 20).

I hope you liked these magic items, and please let us know in the comments below if they should be less powerful or even more powerful. Also, if you want more items and creatures from Berserk or any other anime series. 
All untagged art was taken from the Berserker Wiki

Sergio Ake
PM and Red Tezca
https://www.axostories.com

I am Sergio Ake, also known as Axo Red, the main writer and co-creator of Tezca Sentai. I do project managment at Axo stories, and development editing for writers

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