This arcane-powered suit of reinforced plate is interwoven with runic channels, elemental cores, and arcano-mechanical joints. When donned, the armor seals around the wearer like a second skin, emitting a low hum of energy.
This arcane-powered suit of reinforced plate is interwoven with runic channels, elemental cores, and arcano-mechanical joints. When donned, the armor seals around the wearer like a second skin, emitting a low hum of energy.
Dormant State
Armor Class: +2 bonus to AC (treat as half-plate unless the base armor is different)
Requires Attunement
Features
Arcane Shell. You gain resistance to force damage.
Repulsor Burst (Recharge 5–6). As an action, you fire a focused beam of arcane energy from your gauntlets.
Ranged Spell Attack: + your spell attack mod (or +5 if you have none)
Range: 60 ft
Hit: 2d8 force damage
Flight Thrusters (Limited). You can hover up to 10 ft above the ground and move normally. You cannot fly over gaps larger than 10 ft and fall if knocked prone.
Helmet HUD. You gain darkvision 60 ft, and advantage on Perception checks that rely on sight.
Awakened State
Armor Class: +3 bonus to AC
Upgrade Trigger: Significant heroic act, reforging, beating a powerful foe, etc.
Enhanced Systems
Full Flight. You gain a flying speed equal to your walking speed +10 ft.
If you are knocked prone or stunned, you hover but cannot move.
Improved Repulsors.
Repulsor Burst becomes Repulsor Barrage:
Action: Make two ranged spell attacks
Hit: 2d10 force damage each
You may target different creatures.
Micro-Missile Array (3/day).
As an action, you unleash a swarm of arcane micro-missiles.
Creatures of your choice in a 20-ft radius sphere you can see must make a Dex save (DC = 8 + prof + INT/DEX mod).
Failed Save: 6d6 force damage
Successful Save: Half
Deflection Field.
When you are hit by an attack you can see, you may use your reaction to gain +3 AC against that attack, potentially causing it to miss. (Works like Shield but only +3 and no spell slot.)
Integrated Life Support.
You gain advantage on Con saves against poison, suffocation, and extreme heat or cold.
Exalted State
Armor Class: +4 bonus to AC
Trigger: World-tier forging, bonding with a cosmic power, or character-defining moment.
At Exalted, the armor becomes a legendary artifact equivalent.
Overdrive Flight.
You gain a flying speed of 90 ft and can hover effortlessly.
You can Dash while flying without spending extra movement.
Arc Reactor Overload (Recharge 5–6).
As an action, fire a massive beam of focused power in a 5-ft wide, 120-ft long line.
Creatures in the line must make a Dex save (DC = 8 + prof + INT mod).
Failed Save: 12d10 force damage
Successful Save: Half
Creatures reduced to 0 HP by this beam disintegrate into ash.
Repulsor Mastery.
Your Repulsor Barrage now fires three shots, each dealing 2d12 force damage.
Unibeam Nova (1/day).
As an action, you release a radial blast from your chestplate.
Creatures of your choice within 30 ft must make a Dex save.
Failed Save: 10d8 radiant or force damage (your choice)
Success: Half
If at least one creature fails, you gain temporary HP equal to 20 + your proficiency bonus.
Fortress Alloy.
You gain:
Resistance to all damage except psychic
Immunity to being charmed, frightened, or paralyzed
You cannot be disarmed or have the armor removed unless you choose to
AI Combat Assistant.
The armor houses an arcane intelligence that calculates th
reats in real time.
Once per round, you may add +2 to any attack roll, saving throw, or ability check.
Not a reaction.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: (Legendary Armor, Artificer—Requires Attunement), Str. 15 Required, Stealth Disadvantage
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