Homebrew animated armor Species Details

a vengeful spirit brought to life through unknown origins and so they walk this plane of existence with no purpose 

animated armor Traits

being living armor grants you certain traits.

Soul Seperation

For a 2-minute period, you may exit your armor as a soul, where you become invisible and can pass through walls less than 5ft thick.

You may only move 120ft from your armor body, as when your time limit is up, you take 2d6 Force damage for every turn you spend outside your armor.

You may use this feature once per long rest

blindsight

can sense all surrounding's in a 60 meter radius. out side of this they are blind.

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.

False Appearance

While you remain motionless, you are indistinguishable from a normal suit of armor. The creature would have to make a perception check.

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.

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.

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.

you are the armor

do not gain ac from armor (shields still give ac)

Previous Versions

Name Date Modified Views Adds Version Actions
9/9/2024 8:54:15 PM
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