Homebrew Aberrant Armor Species Details

A once powerful entity of the Far Realm you were captured and confined to a suit of armor intended to do your captors' bidding. While successful in containing your essence, the armor failed to restrain your will. Now trapped in a physical form and dependent on its condition, you are left to roam the material plane, a place as alien to you as you are to it.

Your prison isn't without its benefits, however.

Aberrant Armor Traits

Your Aberrant Armor character has the following traits.

Ability Score Increase

Your Constitution score increases by 1, and one other ability score of your choice increases by 2.

Age

You are ageless, the time you have spent alive is likely a pittance compared to the time you have yet to live. You are immune to magical aging effects.

Dark Comprehension

You are from a deep and terrible place beyond the scope of the common mind, you see much that others cannot. You have Darkvision out to 90ft. Additionally you have Truesight for anything you are touching.

Size

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

Size modifier = 2d6

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

Weight in pounds = 270 + (4 × your size modifier)

Speed

Your base walking speed is 30 feet.

Warded Jail

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

  • You have advantage on saving throws against spells and magical effects.
  • You don’t need to eat, drink, sleep, or breathe.
  • You are immune to disease and being poisoned.

Imprisoned Sentinel

When you take a long rest, you must spend at least six 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 Armor

The armor you are imprisoned in is sturdy but cannot be replaced. It can, however, be improved:

  • You have a Natural Armor Class of 16.
  • You cannot don armor even if you have proficiency. If you wish to benefit from magical armors you can perform a 1 hour ritual to imbue your armor with the enchantments of one piece you are proficient with, you must remain in contact with the armor while doing so. The armor itself is destroyed at the end leaving only the enchantments. If you wish to do so with a new piece you must first spend 1 hour imbuing any of your armor's current enchantments into a non-magical piece of armor, after which you are free to imbue new enchantments.

Languages

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

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