Armor (plate), artifact (requires attunement by a Artificer)
 

Pharma Windwalker, With the help of the legendary Dwarf Lich Untaru, crafted this machine using the blueprints of “The Helm of Godly Knowledge”, “The Forge of Masks”, “Nightwalker Reanimation Core”, and the various infusions Pharma had learned through his long Aasimarian life. Created to be a fully functional automatic alchemy station, a forge of artifacts, and an enhancer for Pharma’s physical form. Artificer’s Automaton has the capability of flight, the ability to summon a homunculus, A physical strength enhancer, infinite vials, the ability to produce and mix together mundane and magical ingredients as per the Heward's Handy Spice Pouch, Alchemy Jug, Staff of flowers, and the Decanter of Endless Water to create potions whilst the wearer is occupied with other things, Function as an All-purpose Tool +2, and a Math’s Grand Alchemy Kit, functions as a Spell storing and Refueling Ring, and lastly, can passively Animate plant life over 30 days of Incubation. The gauntlets of this suit have various slots for both elemental gems and philosopher’s gems that will be used to power the suit to its fullest extent, as well as a plug near the base of the chest for the “Nightwalker Reanimation Core” to be inserted. Truly all Purpose; however, wearing it uses up all available infusion slots, and any future infusions can only be applied to the Automaton.


Random Properties.
This artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master's Guide:

  • While attuned to the artifact, Your Intelligence Score increases by 2, to a maximum of 24.
  • While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you.
  • While attuned to the artifact, you can’t be charmed or frightened.
  • While attuned to the artifact, you can use an action to cast one 3rd-level spell from any spell list from it. After you cast the spell, roll a d6. On a roll of 1–5, you can’t cast it again until the next dawn.

Amalgam of Infusions.

The Automaton consists of a base of various infusions. As thus, this machine grants you with various effects that the infusions would have granted you:

  • You have an additional +2 bonus to AC
  • You have a +2 bonus to your Spell Attack and Save DC
  • You gain a +1 to all Saving Throws
  • You can Summon a Homunculus once per day
  • Your Strength Score is 21 and your Dexterity Score goes down -2
  • You can store up to 3 spells of a lvl you can cast in the suit per day
  • As an action, you can recover 1 3rd lvl or lower spell slot per day
  • You can automatically create up to 10 uncommon or lower Potions per day
  • You no longer need to eat, sleep, drink, or breathe while wearing the Automaton
  • You can fly up to your walking speed for 4 hours per day
  • You can store up to 5 of any plant in the Automaton to be animated in 30 days
  • For 1 hour, you gain any proficiency in any tools needed to create items per day, as well as functioning as any tool required to craft an item
  • You have advantage on any Alchemy checks regarding potion crafting
  • Once per day, you can add a cantrip from any spell list to your spells known

Mobile Forge of Artifacts.

The Automaton is made from Uranu metal and pieces of the ancient forge that crafted the Man of Many Masks, granting it the ability to infuse and forge items with the power of an artifact. Spending 4 hours a day studying and crafting, the wearer must make a DC 18 Intelligence saving throw to infuse an item with the power of the forge, granting it 1 Major Beneficial Property and 1 Minor Beneficial Property from the Artifacts Table in the DMG. Additionally, creating an artifact from scratch is determined by the DM.

Gem Augmentation.

There are 10 gem slots, 5 for each gauntlet. Placing a gem in the gauntlet grants the bonuses the gem has in an applicable way to your Automaton, and the effects will last until the gem is removed or destroyed. The gems also power the Automaton in unique ways, 5 gems add an extra +1 to Attack, Spell Attack, Spell Save DC, and AC, 10 gems adds an additional +2 to all of the above.


Mechanical Planeswalker.

While Attuned to the Automaton, you can walk freely through the barriers of the Planes using the abilities of the Nightwalker Heart and the mechanisms of the Helm of Godly Knowledge to bridge the gap between worlds. You can cast the spell Dimension Door 6 times per day and Planeshift 3 times per day.


Nightwalkers’ Influence.

Attuning to this suit begins to slowly affect your alignment, shifting it to an evil mentality and granting you some of the physical features of a Nightwalker:

  • Your size is considered 1 larger when lifting heavy objects
  • Your mortal bonds with others are severed, removing any sympathy or empathy you might have
  • You are granted an Extra Attack
  • You are considered proficient in unarmed strikes and you're unarmed die is considered 1d8 + strength mod
  • Unarmed strikes deal an additional 2d8 Necrotic damage
 
 
 
 
 

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: Bonus: Armor Class, Bonus: Strength Score, Artificer, Str. 15 Required, Stealth Disadvantage

Previous Versions

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