Helmet. As a bonus action, the wearer can cause the helmet to retract, or cover their head.
Enchanted Origins. The armor has no strength requirement, even if it originally had one.
Quick Equip. You can don or doff the armor as an action.
Spellcasting Focus. This suit of armor can be used as an arcane focus for an artificer's spells
Symbiotic Attachment. The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
Infiltrator
You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps. Your walking speed increases by 5 feet.
Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
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: Advantage: Stealth, Bonus: Speed (Walking), Combat, Warding, Artificer, Symbiotic, Str. 15 Required, Stealth Disadvantage
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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10/6/2022 8:14:17 PM
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7
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5
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Guardian
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Coming Soon
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