Homebrew Animated Armor Species Details

Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.

This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.

To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.

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 Strength score increases by 2, and your Constitution score increases by 1.

Age

Animated armors do not age and you are immune to magical aging effects.

Alignment

Animated armors are the chosen alignment of their creator.

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.

Creature Type

You are a Construct.

Blindsight

You have 60 feet of blindsight and are blind beyond this radius.

Metal Fists

Your metal fists are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning  damage equal to 1d6 + your Strength modifier, instead of the damage normal for an unarmed strike.

Constructed Nature

You are immune to being blinded, charmed, deafened, exhausted, paralyzed, petrified, poisoned, you have immunity to poison damage and psychic damage.
You don’t need to and cannot eat, drink, or breathe. You are immune to disease. You don’t need to sleep, and can’t be put to sleep.

Sentry’s Rest

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.

Mithral Plate Armor Body

Due to your body being made out a suit of mithral plate armor, you cannot wear armor. Your body provides ample protection, however; it gives you a base AC of 18 (your Dexterity modifier doesn’t affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield’s bonus as normal.

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.

Repairable

You regain 1 hit point when a mending spell is cast on you.

Soulless Construct

If you die you cannot be returned to life through normal means unless through powerful magic such as a wish spell.

Languages

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

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