Armor (plate), legendary (requires attunement by a Intelligence check vs DC12, medium sized humanoid, and proficiency with heavy armors)

"Clockwork Armor is still experimental." - Mialee


A suit of clockwork armor comprises plates of adamantine and mithral, with steel servos at the ankle and elbow joints and hydraulic pistons of steel and brass at the shoulders and knees. 

The armor enhances physical strength, precision, and speed. Three unlabeled levers adjusts the degree of strength and force enhancement. A FREE ACTION must be used to activate a lever.

Benefits

  • Effective armor bonus +2 AC
  • Effective speed bonus +10 speed
  • Jump distances are doubled.
LEVER 1
  • Enhanced Strength. Advantage on Strength checks and saving throws. Lift and move objects as if you were a large sized creature.
  • Enhanced Damage Output. +2 damage with strength based attacks.
  • Critical Damage Output (1 charge). Before the attack roll, announce the use of Critical Damage Output to benefit from critical damage.
LEVER 2
  • Enhanced Attack Precision. +2 to hit with any attack form.
  • Attack Advantage (1 charge). One attack benefits from advantage.
LEVER 3
  • Enhanced Attack Speed. +1 Additional attack per round.
  • Speed Burst (1 charge). As a reaction, the wearer may move an additional amount equal to their movement speed.

Design Flaws

  • Extremely noisy. Clanking metal, grinding gears, and piston mechanisms make it nigh impossible to be stealthy within a 60ft radius. -25 stealth modifier.
  • Armor vulnerability to cold. When taking cold damage the armor must make a Saving Throw against the cold damage DC. Failure depletes all the charges, locks the levers in place, and potentially locks the servos so that the wearer is essentially restrained. The user must also make a Con Saving Throw against the cold damage DC or be restrained until the cold thaws.
  • Armor direct attacks. The armor itself may breakdown if it is explicitly attacked instead of the wearer. The armor AC is the same as the wearer unless the wearer is not actively combatting (dodging/evading/blocking etc) in which case the AC is 10. If a hit is successful, the armor must make a Saving Throw against the damage DC. On a fail, roll 1d6 on the breakdown chart below to determine effects.
    1. Complete shutdown. Wearer is effectively restrained
    2. Hampered movement. All attacks and actions are at DISADVANTAGE.
    3. Immobilized limb. Effect TBD
    4. Repetitive motion of a limb. Effects TBD for 1d4 x damage in rounds.
    5. Permanent loss of a benefit. 
    6. Temporary loss of a benefit. Loss lasts for 1d4 x damage in hours.

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: Strength Ability Checks, Damage: Melee Weapon Attacks, Bonus: Strength Attacks, Bonus: Dexterity Attacks, Damage: Unarmed Attacks, Bonus: Strength Saving Throws, Size: Large, Damage: Longbow, Bonus: Extra Attacks, Bonus: Armor Class, Bonus: Speed (Walking), Bonus: Stealth, The unattuned weight is 250 lbs., Intelligence check vs DC12, medium sized humanoid, and proficiency with heavy armors, Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2023 2:19:22 PM
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OldManPsychic

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