"Forged in the fires of war, reforged in the light of atonement. The Aegis-9 Medidrone does not take lives—it preserves them. Its duty is not to end the battle, but to ensure those who stand beside it survive the storm."
Crafted by the Warsmiths of the Obsidian Vault, the Aegis-9 Medidrone serves as a guardian of the battlefield, blending arcane shielding, alchemical healing, and tactical defense. It is a relic of lost magitech empires, sought after by warriors and scholars alike.
However, Aegis-9 has a unique property—Atonement. Through divine and arcane binding, it can be enchanted as if it were wearing armor, making it a truly legendary construct.
Activation & Deployment
- Stored in an inactive state, attached to the wielder’s back as a segmented, mechanical frame.
- As an Action + Half of your Movement, you can deploy the Medidrone to a space within 10 feet of you.
- The Medidrone is stationary once deployed and cannot move until recalled.
Uses Per Day: 3 Deployments per day, regaining 1d3 charges after a Long Rest.
Defensive Properties
- AC: 18 (Arcane-Plated Reinforcement)
- HP: 40 (Can be repaired outside combat).
- Resistance: Force, Radiant
- Vulnerability: Lightning (short-circuits its core)
The Medidrone is considered an object and a construct, meaning it can be attacked, but cannot be affected by mind-affecting spells like Charm or Fear.
Atonement – Arcane Armor Integration
Through the Atonement Protocol, the Medidrone can be enchanted like armor.
- Any armor enchantment applied to the drone functions as if it were wearing the armor itself.
- Examples:
- Armor of Resistance: The Medidrone gains resistance to the chosen damage type.
- Animated Shield: While deployed, it can generate an autonomous force shield, giving itself +2 AC.
- Armor of Invulnerability: Grants immunity to nonmagical damage for 10 minutes (1/day).
Armor of the Arcane Warden: The drone gains advantage on all saves against spells and can absorb and store one spell per long rest (like a Spell-Storing Ring).
Arcane Shielding Field
Upon deployment, the Medidrone generates a protective barrier dome in a 10-ft radius, similar to a Ward of Dawn.
- The barrier lasts until dismissed, destroyed, or 1 minute passes.
- Effects for Allies inside the dome:
+2 AC
Resistance to all damage
Advantage on Saving Throws vs. Magic Effects - Effects for Enemies:
Enemy projectiles cannot pass through the barrier.
Any enemy that enters must make a DC 16 Strength Save or be pushed back 5 feet.
Overclock Mode (Once per Long Rest) – The field upgrades into a "Fortified Ward":
- Allies inside become immune to fear, paralysis, and poison for 1 minute.
Healing & Poison Dispersion
Using a Bonus Action, the wielder may command the Medidrone to release an infused mist within a 5-ft radius.
Healing Mist Mode
- The Medidrone diffuses a stored healing potion into a fine mist, applying its full effect to all creatures in range.
- Potion Storage: Can hold up to 3 healing potions in a special chamber.
- Effect: Any creature within 5 feet heals for the full potion value (e.g., a Greater Healing Potion heals 4d4+4 to all allies in range).
- Overclock Effect: The healing effect automatically maximizes its value and grants 1d6 temporary HP.
Venomous Mist Mode
- Instead of healing, the Medidrone can release a poison cloud using a stored poison.
- Enemies in range must make a Constitution Save (DC 8 + Prof + Int/Wis Mod) or suffer the poison’s full effect.
- Stored Poisons: The Medidrone can hold up to 3 poisons, which must be manually loaded.
- Examples of Poisons:
- Basic Poison: 2d6 poison damage, disadvantage on attacks for 1 round.
- Drow Poison: DC 13 Con Save or paralyzed for 1 minute (repeat save each turn).
- Wyvern Venom: 7d6 poison damage (half on save).
Lingering Cloud (Advanced Poisons Only): Some poisons persist for 1 minute, forcing new creatures to save if they enter the area.
Recall & Recovery
The Medidrone remains active until dismissed, destroyed, or combat ends.
It can be recalled as a Free Action, instantly returning to the wielder’s back.
When inactive, it passively repairs itself, regaining 1d6 HP per minute.
Destroyed Medidrones can be rebuilt over 24 hours using 500 GP of materials.
Notes: Requires Attunement by an Artificer, Fighter, or any Class with the Warsmith Subclass
Previous Versions
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Coming Soon
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