This hideous but beautiful armor is formed from black chitin, beneath which veins pulse and red sinews glisten. Magic symbols and technological designs adorn the armor. To attune to this item, you must be an artificer,and wear it for the entire attunement period. While wearing this armor, you have a +3 to Armor Class, and you have resistance to the following damage types: necrotic, poison, psychic. Base AC is 15, plus dexterity modifier, plus 3 from the armor.
Symbiotic nature: This armor can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. The armor can only be removed by a wish spell, unless it's involuntary. Once attuned, the armor acts like original living armor and adapts to protect it's wearer, but it also adapts to fight with it's wearer. The armor also makes biological adaptations to the arcane weapons that are part of the armorer specialty. Lightning launchers become acid launchers, and the armor sprouts wings to allow a flight speed equal to wearer's walking speed. Wearer can't be disarmed while wearing this armor.
Evolutionary: Once attuned, this armor evolves over time.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Resistance: Necrotic, Resistance: Psychic, Resistance: Poison, Bonus: Armor Class, requires attunement by an artificer., Stealth Disadvantage
Previous Versions
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5/16/2021 4:10:25 PM
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3
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5/16/2021 4:18:55 PM
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4
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1.5
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Coming Soon
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Posted Sep 22, 2021Can you explain how the armor evolves?
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Posted Sep 24, 2021AC buffs, HP buffs, ability to cycle through different types of damage for the launchers, spike reaction for grappling, wall climb ability, inability to be disarmed, poison damage, claw attack, cloak