Base Class: Warlock
Some magics link themselves to objects and more often than not, malicious beings take dominion over objects that have seen great tragedy or objects of cultural importance. This patron is often very involved with its warlock, protective of them. And so, the patron grants the warlock with a suit of armor that gives them the ability to react and defend themselves.
Roleplay Suggestions:
- The armor is inhabited by a spirit who has fallen in love with the warlock
- The armor is controlled by a dead family member who gained eldrich power
- The patron is a living suit of armor who just ambivalently looked for a host
Expanded Spell List
The Sentient Armor lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Sentient Armor Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield, Sanctuary |
| 2nd | blur, Warding Bond |
| 3rd | blink, Gaseous Form |
| 4th | Stoneskin, Death Ward |
| 5th | animate objects, Globe of Invulnerability |
Eldritch Armor
You may dawn your Eldritch Armor as a bonus action. While wearing your Eldritch Armor your armor class becomes your base armor + your dexterity modifier + your charisma modifier. you may do this a number of times equal to your charisma modifier.
Eldritch Juggernaut
Your patron enhances your combat prowess and defensive capabilities. You gain proficiency in heavy and medium armor, shields, and martial weapons. Once per long rest you can cause the armor to shift in an illusory form. You take the form of either the creature's worst enemy weakened or a frightful appearance. creatures within 30ft of to make a wisdom saving throw against your warlock spell DC. on failure; if the creature sees it's worst enemy it will attack you if it sees a frightful image the creature is frightened for 1 minute. A creature affected by this will repeat their saving throw at the end of their turn.
A creature affected by this ability cannot be affected by it again for 24 hours.
Armor Shatter
As an action, you can cause your armor to break shattering out in a 30ft diameter. Creatures in this area must make a dexterity saving throw DC {{savedc:dex}} or take 1d10+ your armor class worth in damage. You cannot cast your Eldritch armor again until the next round. The damage is increased to 2d10 damage at the 10th level.
Seething Defense
Your armor shifts and protects you against incoming damage. while wearing your Eldritch armor you gain resistance to non-magical bludgeoning, piercing, and slashing. Once per short rest you can cause your armor to adapt to any incoming attack. If an attack hits you you can use your reaction to gain resistance to one damage type included in the attack.
Cleanse Host
At 14th level, some of the benefits of the living armor pass itself to you. You gain proficiency constitution saving throws. Once per long rest you gain the ability to purge your body of these negative effects. as an action, you can cure the following effects from your person poisoned, petrified, charmed, stunned, paralyzed, curses and 1 level of exhaustion. You also heal 1d6+ your warlock level.
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Posted Sep 15, 2020For Eldritch Armor, you say that we can use it a number of times equal to Charisma modifier.. does that mean that there is a duration of the armor?