Boon Of Chronosteel Symbiotic Armor Image

A living metal husk, the Chronosteel Symbiotic Armor slithers over the wearer like liquid steel, bonding with their flesh and mind in an unbreakable union. Crafted from an unknown alien alloy infused with arcane sentience, this armor does not merely protect—it evolves. Its surface ripples with shifting circuits, pulsating glyphs, and glimpses of fractured realities, whispering secrets of past, present, and future that no other Xahrian, hell no other Echlan, has ever managed to do before. Its true power lies not in it's protection, but in it's sight beyond time. When the armor’s influence spreads at your whim, tendrils of living data lash out to nearby creatures, infecting them with slivers of alternate timelines. Those affected experience visions of possibilities yet unrealized, gaining the ability to manifest spells they have never learned. Yet, this power comes at a cost. Those who remain linked to the armor for too long struggle to distinguish reality from potentiality. Time fractures around them, whispers of futures that may never come to pass echo in their minds, and their very souls risk unraveling into the endless sea of branching fates. The question then remains: Do you wear the armor… or does it wear you?



Whenever you wear your techno armor, you have the following benefits.

Futuristics: Your Techno Gadget ability evolves the device to be Plasmids. The level of the stored spell is increased to your intelligence modifier, and you can make as many Plasmids equal to your proficiency modifier (cantrips don't cost anything and are free to create). When rolling the 1d4 to determine the length of time the device lasts, you can expend a spell slot to increase the amount of time it lasts (1 level = 1 extra turn). Plasmids use your spell save DC and can be activated normally with the spells required casting time, or activated instantly with your reaction if the spell's casting time is an action, bonus action, or reaction. Plasmids can be applied to spellcasters only. They are symbiotic devices linked to the techno armor that attach to the host and have any spell with a target of self, altering the host's timeline briefly to a point where they can cast the stored spell.

Industries: Your Arcane Abeyance ability evolves the beads to be Vigors. The level of the stored spell is increased to your intelligence modifier, and you can make as many Vigors equal to your proficiency modifier (cantrips don't cost anything and are free to create). They have your AC, half your max hp, and are resistant to all damage that is not time related (such as other chronurgy spells or time abilities) and immune to psychic and poison damage. Vigors use your spell save DC as well as your spell attack bonus, and can be activated normally with the spells required casting time, or activated instantly with your reaction if the spell's casting time is an action, bonus action, or reaction. Vigors can only be applied/used by non-spellcasters. They are batteries of gems contained in a metallic mesh that, once broken by casting them, release a spell with a target of either an AOE or Line.

Time Beacon: You gain an added function to your Temporal Awareness, you can reduce your initiative roll by your intelligence modifier and target a creature with a worldline scrying. They must succeed on your spell save dc, making a wisdom, charisma, and intelligence save depending on if it's past, present, or future you are scrying. On a fail, you gain a knowledgable view of all their possible past, present, and future (wisdom save is past, charisma save is present, and intelligence save is future). You can choose to focus on details pertaining family and children only to give disadvantage on the saving throw. Once used, this ability cannot be used until the next dawn.

Kindly Services: Your Techno Smarts lets you add your intelligence modifier to charisma ability checks and skill checks for the purposes of appearing friendly or non-hostile to a target.

Weakness: The Chronosteel Symbiotic Armor has a fatal flaw. Every 24 hours, it must consume 5 levels worth of spell slots or you slip into another timeline. Your personality, memories, and abilities change. Roll the following dice to determine the changes. To undo them, greater restoration from an ascended being who can cast chronurgist spells must be casted on the wearer.

Alignment: 1d9 (LG, NG, CG, LN, TN, CN, LE, NE, CE)
Memories: 1d100 (The lower the number, the less change there is in memories. A 100 destroys a spellbook or unlearns prepared spells.)
Ability Scores: Roll random stats and apply them in order. Cannot quest until condition is reversed.
Max HP: Roll all your hit die to determine the new max hp (cannot force hit die to be max).

 

Previous Versions

Name Date Modified Views Adds Version Actions
7/31/2025 5:26:53 PM
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11/22/2025 11:54:49 PM
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Boon Of Chronosteel Symbiotic Armor Image

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