Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guardian must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Arcane Absorption. The guardian has advantage on saving throws against any spell that targets only the guardian (not an area) excluding dispel magic. If the guardian's saving throw succeeds and the spell is of 5th level or lower, the guardian restores 1d8 per spell level + proficiency bonus hit points to itself. Any spellcaster attuned to the guardian while being within 30 ft. can use an action to expend a spell slot and heal the guardian for 1d8 per spell slot level + guardian's proficiency bonus.
Sentry’s Rest. When the guardian takes a long rest, it spends at least 6 hours in an inactive, motionless state, instead of sleeping. In this state, the guardian appear inert, but it is’t unconscious. The guardian doesn't need to eat, drink or breathe.
Arcane Infusion. When you choose the guardian as your sidekick character, you can forgo taking sidekick's Ability Score Improvement feature to take an Artificer's Infusion of your choice istead. Choosen infusion is built into the guardian's body. The guardian must meet any prerequisite specified in an infusion to take that infusion.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage.
Previous Versions
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3/29/2022 10:27:18 AM
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2
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Coming Soon
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