Wondrous Item, unknown rarity (requires attunement by a Enter the suit)

The Arcane Mech Suit is a 12-foot tall suit of robotic powered armor, and as an attuned operational machine, can be piloted by a creature of Medium or Small size with an INT score of at least 9. It is powered by a miniaturized arcane power source, providing power for up to 25 years of operation. 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 cone-shaped blue and green crystals.

Attunement and Charges:

When you are attuned to and operating the Arcane Mech Suit, it provides a set of base benefits. In addition, it provides further capabilities which draw energy from its arcane power source. The arcane power source provides a total of 20 charges per long rest. The charges will only reset after a long rest once the Arcane Mech Suit has powered down and you have unattuned. It takes an action to climb into or climb out of the armor. Once all 20 charges have been spent the suit will power down as it's energy source is depleted. A creature insides movement speed is reduced to zero until it exists the mech suit. 

While wearing the arcane mech suit you cannot use any regular weapons or cast any spells that require a material or somatic component. Extra attacks or other abilities that utilize extra melee or unarmed attacks (ki points) functional normally while wearing the Arcane Mech Suit. 

HP and Armor:

The Arcane Mech Suit has a total of 100 Hit Points and takes all damage until the point that it reaches 0, after which the armor is deemed damaged and loses all benefits and capabilities until a full recharge is complete. If the Mech Suit takes damage totaling 140 HP, the suit suffers fatal damage and explodes, dealing [roll]10d6[/roll] fire damage to any creature wearing the suit, and [roll]5d6[/roll] fire damage to any creature within 30ft on a failed DEX save (DC 17) and also knock the creature prone. A creature that saves takes half damage and is not knocked prone.

The Arcane Mech Suit provides a +4 to AC while a creature is attuned to it. 

Other Capabilities:

Enhanced Senses: While you are wearing the mech suit, you can see in dim light or darkness within 60 feet of you as if it were bright light, and you are aware of the location of any creature or object of Large size or larger within that range.

Powered Movement: Your walking speed changes to 60 feet if it is not already higher, and you gain a jumping speed of 60 feet.

Enhanced Capabilities: The wearer gains a +2 to all ability scores and a +3 to attacks. 

Simple Flight: Spend 3 charges to activate feet-based boosters to gain a flying speed of 30ft for 1 minute.

Energy Field Reduction: Use your reaction to reduce incoming damage. The reduction is equal to 1d8 per charge expended.

 Mech Attacks:

Thunder Assault: Spend 1 charge to attack with an enhanced unarmed strike, that deals an additional [roll]1d8[/roll] damage. The additional damage is thunder damage. 

Lighting Attack: Spend 5 charges to unleash electrical energy from the suit in an area of radius 15ft around you. Any creature within the area must roll a DEX save, and must succeed a DC17. If a fail, the creature takes [roll]4d8[/roll] lighting damage; if a save, the creature takes half damage.

Arcane Power Source Bolt: Spend 10 charges to expel a ranged weapon attack for a single targeted creature within 120ft. With a Attack of [roll]1d20+10[/roll] to hit, if hit, the creature takes [roll]8d8[/roll] fire damage. Additional charges can be used. For every additional charge that is used add +5 to the attack and damage rolls, and 10ft to the distance reached by the attack. 

Notes: Bonus: Armor Class, Bonus: Strength Score, Bonus: Dexterity Score, Bonus: Intelligence Score, Bonus: Wisdom Score, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Melee Attacks, Enter the suit

tylerjbrown

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