Homebrew Animated Armor Species Details

"This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight."

—Volo

Animated suits of armor 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.

 

Animated Armor Traits

Your animated armor 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.

Ability Score Increase

Your Constitution score increases by 3

Age

Animated armors are ageless and can be as ancient as some civilizations with the only way of telling their age usually being the rust and degradation of their otherwise ageless body. 

Alignment

Most animated armors tend toward no particular alignment but are often driven by the last order of their creator. 

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier:

Size modifier = 2d12

Height = 5 feet + 10 inches + your size modifier in inches

Weight in pounds = 50 + (4 × your size modifier)

Creature Type

You are a Construct.

Blind Warden

You have blindsight within a 60 ft. radius and are blind beyond that.

Speed

Your base walking speed is 25 feet.

Echoed Soul

You can attempt to speak telepathically with an ally within 60 feet. You don’t need to share a language with the ally for it to understand your telepathic utterances, but they must be able to understand at least one language. This trait does not grant a creature the ability to reply to your message.

As an action or as part of a vocal component,  you can speak a short sentence in a language that you know that manifests itself as a hollowed echo coming from your armor.

Steel Defence

You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You cannot eat, drink, or breathe and do not require them to live.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest

When you take a long rest, you must spend at least eight hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Living Metal

Your body has built-in defensive layers granting the following features:

  • You cannot don armor and are always considered armored. Your AC is 12 + your Dexterity modifier + your Constitution modifier. 
  • Your hit point maximum increases by an additional 5 hit points per level.
  • You can incorporate one magic armor with which you are proficient into your body over the course of 1 hour which can be done during a short rest to gain it’s magical effects. You can only have the effects of one magical armor at a time and attempting to incorporate another magical armor will destroy the first in the process.
  • While you live, the armor incorporated into your body can’t be removed against your will.
  • A caster within 5 feet that knows the mending spell can use their Action to expend a spell slot to heal you, causing you to regain 1d6 hit points + 1d6 per spell slot used above 1st.
  • You have disadvantage on Stealth ability checks.

Languages

You can speak, read, and write Common and one other language of your choice.

Previous Versions

Name Date Modified Views Adds Version Actions
7/15/2022 11:22:52 AM
11
1
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Coming Soon

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