AEGIS is a technologically advanced combat exoskeleton system designed to vastly improve the strength, speed, agility, reflexes, and durability of its wearer. The AEGIS armor is one of the most advanced piece of tactical military hardware made by mortals. Each suit alone costs as much as a Large Spelljammer. The suit contains various modules to enhance the wearer's offensive or defensive capabilities. The perfect mix of armor and agility, giving the wearer a fluid movement and motion whilst in combat.
You have a +3 bonus to AC while wearing this armor and while wearing it, you can apply your full Dexterity modifier to your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks and your Strength score changes to 26. The item has no effect on you if your Strength without the armor is equal to or greater than 26. Additionally, while wearing this armor, you can take the dash action as a Bonus Action and your weight becomes 500lbs. You gain a fixed Temporary Hit Points of 50 that acts as your shielding. When broken, the armor takes 30 seconds (5 Rounds) to regain the shielding, only regained if the wearer has taken no damage during the 30 seconds (5 Rounds).
The armor can have at most 1 active Armor Module at a time. All modules are available to be used until 1 is picked and from then on, cannot be changed. That choice can only be changed during a Short Rest.
Active Camo - As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. Cooldown 2 rounds (round used included).
Armor Lock - As a Bonus Action, you can root yourself to the floor and lock the armor until the start of your next turn. During this, all your speeds become 0, you cannot take actions, you take no damage, you're immune to all conditions and can't be forcibly moved. Effects and damages that are psychic in nature, such as mental assaults, bypass the Armor Lock's Immunities. Damaging conditions, such as poison, that existed before the Armor Lock still take effect. If any vehicle collides with you during Armor Lock, the vehicle is repelled 500ft away and takes 30d10 force damage. Cooldown of 3 rounds (starting from Round effect ends).
Drop Shield - As a Bonus Action, you deploy a 10-foot-radius, transparent, immobile dome of force springs into existence around and above you. The barrier is centered on you, moves with you, lasting until the start of your next turn. Nine creatures of Medium size or smaller can fit inside the dome with you. While the dome is active, you and all creatures inside gain full cover. Cooldown of 10 rounds (starting from Round effect ends).
Grappling Hook - As a Bonus Action, you fire a hooked wire at a surface up to 60ft away and pull yourself to that surface and cling to it. You can also fire this at an object smaller than Huge and pull it to yourself (DM may ask for an Athletics Check). You can also Fire this at a Creature where a few things can occur. If the creature is one size smaller than you, you can choose to pull it to yourself. If the creature is unwilling, it must succeed against a contested grapple check. A Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, they are pulled in and you subject the target to the grappled condition. You can release the target whenever you like (no action required). If the target creature is the same size as you or 1 size larger, you can choose to either pull them to you, which requires a contest, or pull yourself to the target, which requires no contest. If the Creature is 2 sizes larger than you, you are always pulled to it and may choose whether or not to cling to it (DMs may choose whether or not you are pulled or if you can pull things bigger, equal sized or smaller than you depending on the creature). Creatures made of Gas, Air or Spirits are immune to the hook. You can alternately, use your reaction while falling to fire the hook at surface within 60ft of you and pull yourself to it (If any) and cling to it.
Hardlight Shield - As a Bonus Action, you deploy an Energy Shield in front of you. This Shield has 100 Hit Points and it takes all damage you would have taken. It restores 10 Hit points every 6 seconds. It requires 1 hand free to deploy and maintain this shield. Any excess damage carries over to you.
Energy Hologram - As a Bonus Action, you create an image of yourself running forward, starting from you up to 60ft or until it meets a surface, wall or you will it to stop. The illusion has an AC of 10 and 1 Hit Point. It can trigger attacks of opportunity and lasts until hit or up to 30 seconds in which it explodes. Should the Hologram be hit, all creatures within 10ft of the Hologram must succeed on a DC 25 Strength Saving throw or take 5d10 radiant damage, half as much on a success. You can also chose to detonate the Hologram (no action required), all creatures within 10ft of the Hologram must succeed on a DC 25 STR saving throw or take 5d10 radiant damage, half as much on a success. For every round the Hologram remains, it gains a charge, adding 1d10 to its damage, 5ft to its blast radius and 1 to its DC, until it reaches its full duration and explodes. You can use a Bonus Action to move the Hologram, it can move up to 60ft and cannot move further than 60ft from you, forcing it to do so detonates the Hologram. Cooldown of 3 rounds (starting from Round effect ends).
Jet Pack - As a Bonus Action, you grant yourself 60ft of flying for 1 minute. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. You will always land on your feet when descending from this effect. Cooldown of 10 rounds (starting from Round effect ends).
Thermal Scan Visor - As a Bonus action, you can change your vision to detect creatures that give off heat. This vision extends through walls, up to 60ft. Cooldown 2 rounds (starting from Round effect ends).
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, humanoid creature with 20 base Strength, Str. 15 Required, Stealth Disadvantage
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