A creature within 60 feet of this armour can speak its command word as a bonus action to cause the armour to animate as an animated armour. See the Monster Manual for statistics. The armour is proficient with all weapons (its proficiency bonus is +2). The armour understands and obeys any verbal commands given by the creature that spoke the command word. If given no commands it defends itself but takes no other actions. The armour remains animated for 10 minutes. The animation ends early if the armour drops to 0 hit points, or if the creature that spoke the command word repeats that command word. The armour cannot be animated again until the next dawn.
If you are wearing the armour when it animates, it acts on your turn. Otherwise roll initiative for the armour, which has its own turns. If you are wearing the armour, only one creature – you or the armour – can be “in control” at a time. If you or the armour acquiesce control the other can act freely. Otherwise, both make a contested Strength check at the beginning of your turns. The loser is incapacitated for that turn. The victor has control but is hampered: its speed is halved and it has disadvantage on ability checks, attack rolls and Dexterity saving throws. Until the beginning of your next turn, only the victor can be targeted by attacks or harmful spells, including by area effects. The animated armour does not regain hit points between animation uses unless it is repaired with smith’s tools or the mending spell during a short rest. If the animated armour is reduced to 0 hit points it cannot be worn or activated unless repaired.
Variant: Stabilising - When the armour is animated, the creature wearing it becomes stable if it has 0 hit points. This variant increases the rarity by one category.
Variant: Channelling - The animated armour gains the spellcasting abilities of any creature wearing it. It uses the creature’s spell slots, spell save DC and spell attack modifier. Since it cannot speak it cannot cast spells with somatic components unless the wearer purposefully co-operates.
Variant: Enduring - The armour’s animation duration extends to 1 hour, or 8 hours. This variant increases the rarity by one or two categories respectively.
Variant: Cursed - Some autonomous armours are cursed. Cursed armour ignores orders of the creature that spoke its command word, and attacks it instead. At the DM’s discretion, the cursed armour may also animate spontaneously, either at random, opportunistically at the worst moment, or when a certain condition is met.
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: Str. 15 Required, Stealth Disadvantage
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