Homebrew Animated Armor Species Details

A suit of animated armour

Animated Armor Traits

You are a special suit of armor unlike the other your creator made. They put a soul within you through unknown means and in doing so leads to some interesting effects

Ability Score Increase

Your Constitution score increases by 1, and your Dexterity or Strength increases by 1

Size

Though armors will differ in size based on the race it was designed for, an animated armor's height will likely be between 4 to 8 feet tall. Your size Medium

Blindsight

You have blindsight up to 60 feet but are blind beyond this radius. You are also immune to being blinded.

Speed

You have 30 feet walking speed

Languages

While an Animated Armor's language are based solely upon the languages its creator spoke, it will typically know Common and two additional languages.

Armored Soul

Your creature type is Construct. Spells that affect humanoids don't effect you such as cure wounds or dominate person due to your nature of being a construct. Due to you not having a fleshy body, you do not need to eat or breathe, and any food you do eat falls through your armor and onto the ground beneath you. In addition to not having a body, you are immune to poison damage, the poisoned condition, and disease. 

You are unlike other constructs however and somehow have a soul of some kind. You are able to suffer the conditions: Charmed, Deafened, Exhaustion, Frightened, Paralyzed, and Petrified

Due to being a construct of armor held together by magic, you are weak to effects that cancel magic. You are incapacitated while in the area of Antimagic Field  or targeted by Dispel Magic unless you succeed a Constitution saving against the caster's save DC for 1 minute.

 

Magical Recharge

In spite of having no body, you still require time to rest. Instead of sleeping, the magic animating you enters a dormant state for 4 hours each day to recharge on the raw magic in the air. Due to this your armor/body will become a pile of armor on the ground needing 6 seconds to reassemble. During this time, your are still able to see the area around you as normal and your armor will repair damages done to itself. Resting in an area of antimagic is impossible. Failure to "sleep" causes exhaustion as normal due to the over-extension of the magic holding you together.

Soul Transfer

You can transfer your soul into another suit of armor over the course of 1 hour. During that time you concentrate on slowly and safely transferring both your soul and the magic that holds you together to a new suit of armor. Should this concentration be broken at any point then the transfer fails 

You gain proficiency for whatever type of armor you are currently inhabiting. This process takes place from when you first inhabit the armor and continues on for 1 week. Once a week has occurred, you lose your previous proficiency and gain it with the armor your inhabiting. Until you gain said proficiency, you suffer the same detriments of not being proficient as well as a -2 to your AC.

Strength requirements still apply for inhabiting new armor.

Self Repair

You are able to tap into the raw magic around you to repair some of the damages done to your armored body. As an action, you can heal yourself 1d8 + your Constitution modifier. Once you use this trait, you can't use it again until you finish a long rest  

Armored Mimicry

While you remain motionless, you are indistinguishable from any other suit of armor

Mendable

Whenever a mending spell is cast on you, treat it as if its casting time is 1 action. If you are brought down to 0 hit points you can become stable if mending is cast on you. Additionally, you can be healed by mending if the caster expends a spell slot to do so causing you to regain 1d8 + their spellcasting modifier. For each spell slot expended above 1st level, you regain an additional 1d8.

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