Homebrew Animated Armour Species Details

Animated armours are full sets of armour that can move and speak on their own, their various pieces of plating seemingly unburdened by gravity. While they have no physical presence inside them, they function like a person in a full suit of armour. They can be moulded or cast to fit many races, and can be anything from small enough to comfortably fit a gnome to large enough to completely cover a half-orc. Their weight and size, as well as their design and material, are up to their creator. 

Magical means, in any form they take, can be used to bring anarmours back together, even if it is only one piece at a time. At low health, animated armours often find that whole limbs will disconnect from their bodies, but certain spells can undo the damage and mend their armoured exteriors as if they were composed of flesh. The gaps between their plating have no physical presence; if a certain anarmour is designed with a horizontal gap separating its torso from its waist, slashing through it without touching the plating will cause no damage whatsoever. Only striking the material the armour is composed of will cause physical harm to an animated armour.

 

Animated Armour Traits

pretty much just a cuttlefish in plate armour

Ability Score Increase

Your constitution score increases by one, and your strength by two.

Innate Heavy Armour

If you use your Armour Switch trait to transfer yourself to another piece of heavy armour then the formula for calculating your Armor Class becomes that of the armour you transfer yourself to. You are also affected by any other additional properties of the armour such as a Strength requirement, a disadvantage on Stealth checks, a bonus to your Armor Class or even a curse.

Heavy Hitter

When you hit with an unarmed strike, you can deal 1d8 + your Strength modifier bludgeoning damage, instead of the normal damage for an unarmed strike.

Armour Switch

You can transfer your consciousness into another suit of armour over the course of a short or long rest. During that time you or another creature performs an hour-long ritual. Over the course of that hour, you must remain within 5 feet of the armour, or the ritual fails. This change may alter your stats accordingly, based on the desired armour's type. If you are not proficient in the armour you transfer yourself into, you will receive all the detriments that someone normally would by wearing a set of armour they are not proficient with, as well as a -2 penalty to your Armor Class.

Blindsight

 You can perceive your surroundings without relying on sight within a specific radius. You have blindsight up to 60ft.

Antimagic Susceptibility

You have disadvantage in skill checks and attack rolls 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.

Poison Immunity

You are immune to poison.

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