Homebrew Animated Anarmor Species Details
Animated Anarmor
Trying his best to keep quiet, a hulking suit of dark crimson armor tip-toes his way over to an unsuspecting orc, his greataxe held high over his helmet. As a confused goblin looks around a dark room, a small, feminine, uninhabited set of silver armor reaches out to snap its neck. Leaving his companions behind, a medium-sized set of golden armor effortlessly walks through a cloud of toxic fumes spewed from fungi on the walls of a large cavern.
Animated suits of armor, or simply 'anarmors', are created to serve a specific purpose under their creator. When their creator dies, they are often left to lie dormant, waiting for the right moment to spring back into action. They find their place in vaults, towers, gardens, dungeons, mansions, castles; anywhere a sentry or guard might be. When animated armors are left alone for long enough, their magical programming comes undone. Oftentimes, upon awakening, these constructs attain a new level of sentience and seek out a new purpose. Some animated armors are inhabited by the souls of other sentient races, making them a living weapon.
Racial Traits: The Armory, Soul Transfer, Antimagic Susceptibility, Blindsight, Technical Immunity
Animated Anarmor Traits
Your Animated Anarmor character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.Creature Type
You are a Construct, a suit of armor made of a variety of durable materials. Your creature type is construct instead of humanoid. You do not need to eat or breathe, and any food you do attempt to eat falls through your head into the bottom of your armor. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Alignment
Animated armors generally hold to the will of their creator. Because of this, anarmors are typically of a lawful alignment.
Size
Though armors vary in size and shape, an animated armor's height is based on the race it was designed to be worn by while its weight corresponds the armor on which its subrace is based. Regardless of the size of the race your armor was designed for, or the size of the armor you use your Soul Transfer trait to move into, your size is always Medium.
The Armory
Whenever you don a light, medium, or heavy armor. These are the affects
Light
Ability Score Increase. Your Dexterity score increases by 2.
Leather Armor. You are an animated set of leather armor, and your AC is increased by 1 + your Dexterity modifier. This can change based on an armor you swap into through the Change of Body trait. Class based modifiers, like the Monk's or the Barbarian's, can overwrite this, but cannot combine with it.
Quickened Step. Your movement speed is increased to 35.
Medium
Ability Score Increase. Your Constitution score increases by 2.
Hide Armor. You are an animated set of hide armor, and your AC increases by your Dexterity modifier, with a maximum of 2. This can change based on an armor you swap into through the Change of Body trait. Class based modifiers, like the Monk's or the Barbarian's, can overwrite this, but cannot combine with it. You can also choose to replace your AC with a spell effect or trait, like Mage Armor, or the sorcerer's Draconic Resilience. If you, using either of these methods, ignore your armor type's AC benefits, you will not take the -2 AC from not being proficient in your armor type.
Speed. Your movement speed is 30.
Heavy
Ability Score Increase. Your Strength and Constitution scores increases by 1.
Ring Mail. You are an animated suit
of ring mail, and your AC increases by
your twice Constitution modifier, with a
maximum of 6. You have disadvantage on
stealth. This can change based on an armor
you swap into through the Change of Body trait.
Heavy Metal. Your movement speed is
decreased to 25, but you have advantage on
resisting push effects. (If someone is trying to
push you off a cliff, they're going to have a rough
go of it.)
Sink Like A Stone. You cannot swim, but you are
heavy enough to sink to the bottom of a body of water.
From there, you can walk around freely.
Heavy-Handed. You can add your Strength modifier
to your Armor Slam.
Soul Transfer
You can transfer your consciousness into another suit of armor. To do so, you require 1 hour of time and the desired suit of armor. This change may alter your subrace accordingly, based on the armor type of what you are transferring into. At your DM's discretion, this ability can be forced by a magic user with the appropriate knowledge using an Arcana check against a DC 20, so long as you are restrained and unconscious for the duration. but you will also take a -2 AC if you are not proficient in the armor type you are.
Antimagic Susceptibility
You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet, but are blind beyond this radius.
Blindsight
You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet, but are blind beyond this radius.
False Appearance
While you remain motionless, you are indistinguishable from a normal suit of armor. The creature would have to make a perception check.
Languages
You can speak, read and write Common, as well as the language of your creator.
Mendable
When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
Technical Immunity
You are immune to poison damage and immune to the poisoned condition, Psychic and disease, also can't be put magical asleep. If something is poisonous and corrosive, it will still affect you.