Homebrew Awakened Ravenous Armor (WE) Species Details
Eesh. Looks like someone forgot to feed their armor.
Don't look at me! I'm keeping my blood where it belongs! You won't ever catch me wearing something still alive, I'm no madwoman
Description
A truly terrible fate for original wearer of the armor, now buried beneath sinew and chitin. Be they alive or dead, their body is now intertwined with the armor that covers them. No amount of damage to the armor or curse removal would save them. Their fate is the Armor's benefit, to be used to store blood for it to feast on and to move to it's command. As for the Armor, it is now more alive than it has ever been before. By god, By magic, by chance, or By whomever it overgrew. The Overgrown Living Armor has became Awakened and now has the gift, or curse, of sentience.
Perhaps it wired itself into the brain? From there it hijacked the structure already there? Or did it eat it and copy the structure somewhere else? I would need to cut you open to- hey put down the axe! I was only hypothesizing!
~Saxel, Tech hunter biology studies
Most Awakened Ravenous Armor live lives of struggle and strife. An unending thirsting hunger rages within them, the need for a fresh kill is overwhelming for such new minds. To fight this is to fight instinct. It is a fight one can never win, only hold to a stalemate. Regular food does not do well with Ravenous Armor, never providing enough to sate their hunger. Fresh meat, blood taken from their enemies. That sates the hunger, quelling the thirst that drives the Awakened Ravenous Armor if only for a short while before it returns.
BloodBank
As with life, a fresh kill is never a guarantee. As such, within their host's former body they may store up to six meals of blood before they begin to starve. These are consumed for every short or long rest the player takes. BloodBank charges are regained by the use of the BloodBite attack, or if the player chooses to feast upon a recently slain enemy.
Hunger
When the player rests, they must consume a charge of BloodBank, or three rations worth of food. If unable to do either, gain a point of exhaustion. If the Awakened Ravenous Armor gets to five exhaustion points they will lose their sanity and go berserk, attacking anything with a pulse to feed and stave off death. Exhaustion points are cured by resting and consuming a charge of BloodBank.
Talons
Natural Claws overtake the host's hands. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Increase AC
Awakened Ravenous Armor has armor in it's name for a reason, be it for a leathery hide, or bone plates that cover the body. +1 to AC
Living Armor Resistance
Due to the nature of their existence, Awakened Ravenous Armor has a resistance to Psychic and poison damage.
Ability Score Increases
Gain +1 to both CON and STR
Armor's Appearance
Awakened Ravenous Armor comes in many forms. As horrific things of flesh, bone, and sinew....Or what looks to be normal armor, perhaps strange armor, but just armor nonetheless. As such, you gain proficiency in either Intimidation or Deception.
BloodBite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you bite, you can draw blood from an enemy. The enemy has to make a CON save of 8 + your proficiency modifier, if they fail, they gain a point of exhaustion.
Awakened Ravenous Armor (WE) Traits
Despite their varied appearances, all Awakened Ravenous Armor share these defining traits.Hunger
When the player rests, they must consume a charge of BloodBank, or three rations worth of food. If unable to do either, gain a point of exhaustion. If the Awakened Ravenous Armor gets to five exhaustion points they will lose their sanity and go berserk, attacking anything with a pulse to feed and stave off death. Exhaustion points are cured by resting and consuming a charge of BloodBank.
Living Armor Resistance
Due to the nature of their existence, Awakened Ravenous Armor has a resistance to Psychic and poison damage.
Increase AC
Awakened Ravenous Armor has armor in it's name for a reason, be it for a leathery hide, or bone plates that cover the body. +1 to AC
Ability Score Increases
Gain +1 to both CON and STR
Armor's Appearance
Awakened Ravenous Armor comes in many forms. As horrific things of flesh, bone, and sinew....Or what looks to be normal armor, perhaps strange armor, but just armor nonetheless. As such, you gain proficiency in either Intimidation or Deception.
BloodBite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you bite, you can draw blood from an enemy. The enemy has to make a CON save of 8 + your proficiency modifier, if they fail, they gain a point of exhaustion.
BloodBank
As with life, a fresh kill is never a guarantee. As such, within their host's former body they may store up to six meals of blood before they begin to starve. These are consumed for every short or long rest the player takes. BloodBank charges are regained by the use of the BloodBite attack, or if the player chooses to feast upon a recently slain enemy.
Talon
Natural Claws overtake the host's hands. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
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