Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. Perception 20 or Investigation 18 to notice there is something off about how the armor holds itself together.
Second Wind . Starting at 1st level, the sidekick can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class. Once it uses this feature, it must finish a short or long rest before it can use it again. The sidekick can use this feature twice between rests starting at 18th level.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Brace. When the armor is targeted by a non-magical melee attack that would deal slashing or piercing damage, it can use its reaction to reduce that damage by half.
Description
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight(disadvantage on stealth), or if maintained and oiled will move smoothly.
AC 18 per Plate Armor or 20 when armed with a shield.
Can be armed with a simple or martial weapon.
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