Armor (plate), legendary (requires attunement)

Advanced Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings — only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.

While wearing this armor, you gain the following benefits:

  • You have a +3 bonus to AC.
  • Your Strength score is 20 (this has no effect if your Strength is already 20 or higher).
  • You have advantage on death saving throws.
  • You have advantage on constitution saving throws.
  • You have advantage on strength checks and saving throws.
  • You have advantage on athletics checks.
  • You have immunity to poison damage.
  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.

The armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:

  • Emit a force field to gain 3d8 + 5 temporary hit points (1 charge or 5 hit points).
  • Activate boosters to gain a flying speed of 60 feet for 1 minute (1 charge or 5 hit points).
  • Activate aquatic mode to gain a swim speed of 60 feet for 1 minute (1 charge or 5 hit points).
  • Activate deflector shield to use a reaction to gain a +5 to AC until the end of your next turn (1 charge or 5 hit points).
  • Activate cloaking device to turn invisible and gain advantage on stealth checks for up to 1 hour (1charge or 5 hit points).
  • Activate energy blade: Melee Weapon Attack: +12 to hit, range 10 feet, one target. Hit: 1d12 slashing damage plus 2d8 radiant damage (1 charge of 5 hit points).
  • Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 3d8 radiant damage (1 charge or 5 hit points).
  • Translate any writing you can see in any nonmagical language, to a total of one thousand words over 1 minute (1 charge or 5 hit points).
  • Fill the armor with air, allowing you to breathe normally in any environment for up to 1 hour (1 charge or 5 hit points).
  • Create a 60 feet anti-magic aura around you for  1 minute (1 charge or 5 hit points).
  • Gain darkvision to a range of 120 feet for up to 1 hour (1 charge or 5 hit points).
  • Gain blindsight to a range of 30 feet for up to 1 hour (1 charge of 5 hit points).

The armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d12 charges.

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, Set: Strength Score, Advantage: Death Saving Throws, Advantage: Athletics, Immunity: Poison, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Advantage: Strength Saving Throws, Advantage: Strength Ability Checks, Advantage: Constitution Saving Throws, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
4/17/2019 3:58:04 PM
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4/17/2019 4:00:03 PM
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4/17/2019 4:07:59 PM
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4/17/2019 5:02:57 PM
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Darthvenexus

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