-Jack is a very strange Druid, in his adventures he found too many abandoned armor so, he decided that the adventurers of the future would need some magic help, SO HE HAD TO CREATE THESE AROMORS - A friend of Jack.
This animated set of armor goes around the world looking for people who need help, although they will stop their search if asked for a non-lethal one-on-one combat. If you beat the armor in a fight, the armor will attunement to you. Also if the armor thinks you really need its help or if you are pure of heart it will kneel before you as if you were a king, this also will attunement to you. The armor in combat rolls its own initiative.
Luckily for you this is not just any animated armor, you can use it as a magic armor, but wearing non-magical armor already equipped (choose the highest AC +1). You can also with a bonus action summon it, the armor will leave your body and it will be placed in an unoccupied space around you. Armor magic removes disadvantage on stealth rolls. Remember that the armor acts like a familiar so it may feel bad if you treat it as a mere object and nothing more, but it will not go away. But this can make the royal armor lose its special ability even until better treated, if it passes the armor will appear more rusty. The armor always knows where you are but if it is unable to return to you it will enter a hivernation mode where it will not move from its place for a month and then it will go looking for a new wearer but if you manage to find it before it finds a new one wearer you can recall the armor if you can see it.
The armor has the same characteristics as a normal animated armor. The armor will follow every command you tell it to the best of its ability, it can be your bodyguard, infermer, etc ...
But good old Jack was not a person who was satisfied with just making some animated armor that you can wear, no no no, he also enchanted them giving him the following characteristics:
- You have a telepathic connection with armor similar to that of a familiar.
- The armor knows the Druidcraft spell.
- This ability only has the rarest armor, when a player is attunement make a roll of a d20 if the result is 18, 19 or 20 is a Royal armor. This so that the armor has a cape with a coat of arms on it. The armor can do 2 things if it is Royal: Every time you have to make an ability roll related to Strength, Dexterity, or Constitution, roll another die then choose the highest or The cape can be removed from the armor to create a Floating Disc, but the disc follows the armor. (This ability is chosen by the player when acquiring the armor and cannot be changed.)
- As a bonus action you can make the armor explode each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one.
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: win in a non lethal one on one combat, if the armor thinks you really need its help or if you are pure of heart., Combat, Warding, evocation, Str. 15 Required, Stealth Disadvantage
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Posted Oct 17, 2020Sorry if there are spelling mistakes, I don't speak English as my first language.
Also an error I've seen: As a bonus action you can make the armor explode, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 force damage on a failed save, or half as much damage on a successful one.