Armor (plate), very rare (requires attunement)

Armor (power armor), Very Rare (requires attunement)

Category: Heavy Armor
Cost: Not available for purchase(Custom Made by ArchTech masters)

AC: 18 + Dexterity modifier (max 2)
Weight: 120 pounds

Enhanced Strength. While wearing the ArchTech Power Armor, your Strength score increases by 2, to a maximum of 20.

Magic Shield. The power armor is equipped with an integrated magical shield that provides additional protection. As a reaction, when you are hit by an attack or targeted by the Magic Missile spell, you can use your reaction to invoke the magic shield, which grants you resistance to the triggering attack or spell. The magic shield remains active until the start of your next turn.

Jet Thrusters. The power armor is equipped with jet thrusters that allow you to make long jumps and reduce falling damage. You gain a +10 feet bonus to your jump distance, and you take half damage from falling.

Integrated Upgrade Slots. The ArchTech Power Armor has four integrated upgrade slots. You can install upgrades to enhance its capabilities. For installing upgrades you need to find a skilled ArchTech Master.

Upgrade Options:

  1. Reactive Plating(2 slots): Gain resistance to a type of damage (choose from bludgeoning, piercing, slashing, fire, cold, lightning, or thunder).

  2. Enhanced Mobility(2 slots): Increase your movement speed by 10 feet.

  3. Energy Capacitor: Gain advantage on saving throws against spells and other magical effects. You have 3 capacitors and when you use this feature one of them gets absorb the energy from the spell. Each has 4 hours capacity. For each level of the spell they will loaded with 2 hours for cantrips they will loaded 1 hour. Each have seperate cooldown and starts to lose contained energy after 1 hour.

  4. Energy Converter: Convert capacitor energy or spell slots to energy. For each lvl slot armor gains 2 hours of worth energy.

  5. Camouflage Module: Gain advantage on Stealth checks.

  6. Life Support Systems: You no longer need to eat, drink, or breathe, and you are immune to diseases.This will increase energy consumption by 1 hour for every 5 hour.

  7. Sensor Suite: Gain advantage on Perception checks and have darkvision up to 60 feet.

  8. Additional Energy Reserves: You have an additional 12 hour energy reserve. You can't charge this reserves before charging main core.

  9. Emergency Eject: As a action or reaction unequip armor immediatly and thrown 20ft backwards. This movement doesn't provoke oppurtunity attacks. Also if you are leaving an attacks reach you will be uneffected by that attack.

  10. Circuit Brakers: When Power Armor targeted by dispel magic you have advantage on Constitution saving throw for resisting it. On failed save arm is disabled 30 sec instead of one 1 min.  

  11. Energy Blast: As an action, expend 8 hours' worth of energy to unleash a focused energy blast in a line 40 feet long and 5 feet wide. Each creature in that area must make a Dexterity saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one. The DC for this saving throw is 8 + your Intelligence modifier + your proficiency bonus.

    • Empowered Blast: For each additional 2 hours of worth of energy spent (up to a maximum of 48 hours), increase the damage by 1d6, and the range by 10 feet.

ArchTech Power Core. The power core can supply the armor for 24 hours. Every 1 hour armor isn't used, it will be charged for 3 hours. 

ArcTech Circuits. Any attack made with Power armor like punching and kicking counts as magical. If Power Armor enters an anti-magic field it becomes disabled. If targeted by dispel magic, the user must succeed on a Constitution saving throw against the caster's spell save DC or Power Armor becomes disabled for 1 minute. When disabled user cant use Power Armors features and it becames a plate armor so it losts is Dex Bonus to AC.


Overload. If armors energy exceeds its maximum limit for 24(3 turn) second It will explode. Explosion deals 1d6 force damage for each 2 hours of energy left in armor and range will be 5ft and will increasing 5 ft for every 2 hours energy left in armor. Everyone in blast radius make DC 5 + 1 for every 2 hours of energy left in armor DEX saving throw for half damage. User of the armor can't take saving throw. While overloaded armor grants 10 ft more bonus to jumping distance , strength score increases by 2 more, to a maximum of 22 and magic shield is active until this condition 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: Str. 15 Required, Stealth Disadvantage

Previous Versions

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3/1/2024 3:22:24 PM
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Grevius

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