Armor (powered armor), legendary (requires attunement by a Requires a Blood Sacrifice of any undead creature. Different levels of undead creature grant different durations. )

This armor grants any wearer full immunity to Necrotic damage, regardless of spell descriptions or any other notations.

Attuning this armor requires the blood sacrifice of an undead creature. If one were to wear this armor without attuning, one would not be given the Necrotic immunity, but would get the bonus to their armor class, which is Dex Modifier + Main Stat Modifier + Current AC. Example; [Dex = +3 | INT = +5 | AC = 13] 3+5+13 = 21. After adding the modifiers and current AC, the final result will be the new armor class for the wearer, increasing with the modifiers. Due to the weight of this armor, the strength requirement to wear this armor is a flat 15.

Different Levels of Sacrifice & duration of power;

CR 1 to 5: 3 Days of Operation

CR 6 to 9: 7 Days of Operation

CR 10 to 15: 14 Days of Operation

CR 16 to 20: 20 Days of Operation

CR 21 to 30: 2 Months of Operation

BOSS LEVEL UNDEAD: 6 Months of Operation

 

This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an energy cell stored in a compartment on the thigh plate.

Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate armor, even when it has 0 charges remaining.

Activating the Armor. As an action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn’t recover any expended charges.

While the armor is active, you gain the following benefits:

Augmented Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.

Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons.

Force Field. When you would take damage, you can use your reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.

Propulsion. As a bonus action, you can expend 1 of the armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall.

Replacing the Energy Cell. While the armor has charges remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.

Notes: Immunity: Necrotic, Unconscious, Requires a Blood Sacrifice of any undead creature. Different levels of undead creature grant different durations. , Str. 15 Required, Stealth Disadvantage

Dj122

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