Homebrew Living Armor Species Details

It is a living suit of armor, whether inhabited or not. It is able to move as close to humanoid as possible, but also has the potential to disconnect parts of it that can function separately from its body. 

Living Armor Traits

Unnatural Needs, Stationary Slumber,

Unnatural Needs.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sleepless 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.

Specialized Function

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

You gain one skill proficiency and one tool proficiency of your choice.

 

Integrated Protection

As armor, how your soul or being is linked to your pieces of armor varied, but there exist ways to upgrade your armor class. 

-You may switch out pieces of armor.

-You may complete a scan or analysis of this armor to figure out its secrets.

There are additional ways to flavor this, but donning armor will take one hour, as well as doffing it. You must remain in full contact if switching it out, or rather if analyzing it must maintain absolute stillness while maintaining eye contact. Due to how the rest function works, you got to discuss with your dm how you want to wake up if that function is rendered incomplete. 

Integrated Weaponry

You have one built in weapon; you choose it at creation. When you choose this weapon, you must spend a bonus action to unleash it in an arm of your choice. However, this weapon cannot drop with a spell. It starts as a 1d6, bur progresses to a 1d8, 1d10, and 1d12 at levels 5, 11, and 17. The weapon takes up an arm of your choice, making it impossible to hold anything in that hand until you restore it. At level ten, you are able to choose another weapon, however it cannot exist in the same arm. And at level 15, you choose one heavy weapon option that exist as a part of the body rather than the arm. 

Melee:

Retractable Blade: Damage Type Slashing, Range of 5ft.  

Shock Gauntlet: Damage Type Lightning, Range of 5ft. 

Thruster Fist: Damage Type bludgeoning, Range of 5ft.

Ranged:

Photon Projector: Damage type radiant, Range of 60ft.

Tesla Gun: Damage type lightning, range of 50ft.

Ballistic Ball Thrower: Damage type bludgeoning, Range of 60ft.

Heavy: 

Chest Beam: 3d6 radiant Damage 30ft line, or 15ft cone. Dex 15 for half damage. One use per long rest.

Hardlight Shield Projector: 

10ft radius all allies gain +3 AC for one round. The user gains resistance to force damage during that round. 

System Overdrive:

15ft radius, all creatures must make a con save of 14 or be blinded for one round. Creatures in a 5ft radius take 2d6 radiant damage.