Homebrew Awakened Armor Species Details

Awakened Armor

Awakened Armor Traits

Your character has certain traits deriving from your natural and magical nature.

Ability Score Increase

Your Constituition score increases by 2, and your Wisdom score increases by 1.

Awakened

You are a set of armor that has been awakened.

You have no humanoid voice. You have no soul.

To be able to speak with a humanoid voice you need to fully corrupt a living host.
To be able to commune with the gods or cast magic spells you need to have a soul alive in your armor from which you can channel divine energy by using their soul as a battery. 

When your character takes damage, the armor itself is damaged as well as the host inside for narrative reasons.
The DM might describe how your armor is breaking while also saying that there is blood dripping from inside the armor.

Healing will in gaming terms heal your character, the armor, while narratively also healing the host inside.

Since the armor isn't visibly healed by healing you need to Roleplay repairing your armor, mending it and working on it in some sort of forge or mobile smith workshop. 

If your character is reduced to 0 hit points you, the armor and the character die if you fail your Death Saving Throws. 

Host Corruption

You can use an Action to try and corrupt a medium humanoid creature who is wearing you.
After taking Corrupt Host as an Action you may use your Bonus Action to try and Grapple the target. The target must make a Wisdom and Constitution Saving Throw against your spellcasting DC +5, and make an Opposed Grapple Check.

If the creature fails the Opposed Grapple Check then they are Grappled.

Creatures who can not be charmed are immune to Corrupt Host and creatures with Legendary Resistances can burn 1 Legendary Resistance to not be corrupted after rolling all Saving Throws.

If the creature fails the Wisdom Saving Throw then it becomes Mute.
If the creature fails the Wisdom Saving Throw by 2 then it becomes Mute and Deafened.
If the creature fails the Wisdom Saving Throw by 4 then it becomes Mute, Deafened and Numb.
If the creature fails the Wisdom Saving Throw by 6 or more then it becomes Mute, Deafened, Numb and Blinded.

If the creature fails the Constitution Saving Throw then it gets 2 levels of Exhuastion.
If the creature fails the Constitution Saving Throw by 2 then it becomes Incapacitated
If the creature fails the Constitution Saving Throw by 4 then it becomes Stunned.
If the creature fails the Constitution Saving Throw by 6 or more then it loses control of its body to the Awakened Armor totally.

Only a 5th level Remove Curse spell, a 6th Level Dispel Magic spell, a Antimagic Field spell or a Wish spell can end the effects on the target while also making the target immune to Corrupt Host for 1 Minute. 

Divine Battery

When you have a living creature inside your armor you can cast spells, drawing lifeforce from the host's soul.

If you cast a spell using a spell slot of a level that is equal or higher than half your character level then you need to roll a d20 during the next long rest you take. This roll can not be influenced by any factors. If you roll a 1 on the roll then the corrupted host passes away by "natural" causes. 

Awakened Endurance

When you are reduced to 0 hit points but not killed outright, you can drop to 5 hit point instead. You can’t use this feature again until you finish a long rest. Using This feature kills the corrupted host inside of your armor.

Sacrifice Host

As an Action on your turn you can take the Sacrifice Host Action if you have corrupted a host while also having your Awakened Endurance feature ready. Taking this Action reduces your character hit points to 0, triggering Awakened Endurance:

"When you are reduced to 0 hit points but not killed outright, you can drop to 5 hit point instead. You can’t use this feature again until you finish a long rest. Using This feature kills the corrupted host inside of your armor."

By taking the Sacrifice Host Action you devour their soul to empower a spell.

As part of this Action you can spend a spell slot and cast a spell that you know, have prepared and can normally cast using your own spell slots. The chosen spell is then cast as if casted with a spell slot 2 levels higher than the one being used. Additionally the spell gains your spellcasting modifier to either the Attack Roll, the Save DC, the Damage or the Healing of the spell. 

Reminder: You can not cast spells without a corrupted host, so only use this as a last resort if need be. 
Reminder: Some creatures have Legendary Resistances and/or Immunities, be sure to not use the Sacrifice Host Action in vain. 

Alignment

Your alignment is pieced together from the molded personalities of the awakened armor and the corrupted host. 

 X     LG   NG   CG   LN   NN   CN   LE    NE   CE - Corrupted Host.
LG    LG   LG   NG   LG    LG   NG   LN   LN   NN
NG   LG   NG   CG   LG   NG   CG   LN   NN   CN
CG   NG  CG   CG   NG   CG   CG   NN  CN   CN
LN   LG    LG   NG   LN   LN    NN   LE   LE    NE
NN   LG   NG  CG   LN    NN   CN   LE   NE   CE
CN   NG  CG   CG   NN   CN   CN   NE   CE   CE
LE    LN   LN   NN   LE    LE    NE   LE    LE   NE
NE   LN   NN   CN   LE    NE   CE   LE    NE   CE
CE   NN  CN    CN   NE   CE   CE   NE    CE   CE
-
Awakened Armor.

An alternative rule: Awakened Armors can't be of any Good Alignment by themselves. 
An alternative rule: People tend not to be at least some type of Neutral.
An alternative rule: You think you are the Alignment shown by the chart but your twisted and cursed nature makes you one Step more towards the Evil Alignment than shown.

Poison Immunity

You are immune to poison damage.

Speed

Your base walking speed is 30 feet when you have fully corrupted a host and 10 feet when you are without a living soul.

Size

You were created from a medium sized set of armor for medium sized creatures. Your size is Medium.

Languages

You can speak, read, and write Common and Celestial.

Age

The passage of time does not seem to face your kind. People are yet to learn for how long animated objects, cursed magical items and awakened relics may live.

Comments

Posts Quoted:
Reply
Clear All Quotes