Homebrew Awakened Armor Species Details

Trying his best to keep quiet, a hulking suit of dark crimson armor tip-toes his way over to an unsuspecting orc, his greataxe held high over his helmet. As a confused goblin looks around a dark room, a small, feminine, uninhabited set of silver armor reaches out to snap its neck. Leaving his companions behind, a medium-sized set of golden armor effortlessly walks through a cloud of toxic fumes spewed from fungi on the walls of a large cavern.

Animated suits of armor, or simply 'anarmors', are created to serve a specific purpose under their creator. When their creator dies, they are often left to lie dormant, waiting for the right moment to spring back into action. They find their place in vaults, towers, gardens, dungeons, mansions, castles; anywhere a sentry or guard might be. When animated armors are left alone for long enough, their magical programming comes undone. Oftentimes, upon awakening, these constructs attain a new level of sentience and seek out a new purpose. Some animated armors are inhabited by the souls of other sentient races, making them a living weapon.

Awakened Armor Traits

Awakened Armor

Ability Score Increase

+2 to Constitution to a maximum of 20.

Age.

Awakened Armors have no discernable aging.

Alignment

Awakened Armors tent towards chaotic alignments but don't prefer good or evil.

Speed.

Speed. Your base walking speed is 30 feet.

Size.

Awakened Armors vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Armored Skin

As an awakened armor, your unarmored AC is 10 + your dexterity modifier + your proficiency bonus.

Constructed Resilience.

You were created to have remarkable fortitude, represented by the following benefits:
- You have immuneity 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.

Antimagic Susceptibility

The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

Dungeon Guardian

You have become accustomed to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal -5 penalty on your Wisdom (Perception) score.

Languages

You can read, write, and speak common.

Previous Versions

Name Date Modified Views Adds Version Actions
7/17/2020 4:04:15 AM
9
0
5
Coming Soon
9/15/2020 3:16:03 PM
10
1
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Coming Soon
9/21/2020 8:53:20 PM
10
0
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Coming Soon

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