Homebrew Possessed Armor (Dragonborn) Species Details
Armor possessed by a vengeful spirit. Often in times of war where lives are lost by the thousands, those who perish unjustly or without accomplishing their goals become ghosts who wander the mortal realm trying to finish what was started in vain. However, select few either possePss hate, willpower or want so strong that they develop the ability to possess animate objects and move them to their will. The most common type are poltergeist who are a the most common type of spirits who are notorious for messing with people in their domain by moving objects around. More uncommon are those who are able to possess less common objects with heavier loads like armors or weapons or even in some extreme cases, the bodies of the deceased. Possessed armors are rare as unlike animated armors, they possess intellect and will they once did in their mortal lives. This does not mean they aren't shunned and avoided, but shadier crowds would be delighted to engage them without much fear as they still possess reason. Possessed armors aren't bound to a set of armors or even armors at all and can move between objects at will but at a cost of heavy mental and physical strain. The more powerful the will and reason of the ghost, the more adept they are at switching vessels. Possessed armors retain the experience and knowledge of their old selves and as such are able to speak common and any other language their host used to know, as well as martial or magical expertise and even racial traits of their old selves. Like many others, your life was ended abruptly and unjustly. Thanks to your will, you are able to possess armor and medium size objects. You retain some of your Dragonic racial traits but lose some too.
Possessed Armor (Dragonborn) Traits
Necrotic Breath, Health tied to vessel, Ability to transfer vessels, corporal form when vessel destroyed, inability to be banished without magic, ability to possess inanimate objects, +2 STRNecrotic Breath
15 ft. cone (Con. save). The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. Usage at base level is 1, 2 at 4th level, 3 at 9th level and 4th at 14th level
Corporal form
If your vessel is destroyed, it is not the end of you. You gain the ability to remain in a more ghostly form. In that state, physical attacks do not affect you but magical rolls are rolled with advantage. You are still able to use your weapons to attack but at a disadvantage as your form is not as stable as when possessing objects, as such physical attack rolls are rolled with disadvantage. If a magical attack hits, you must make a CON save roll to resist being banished. if you fail 3 times you are instantly banished and are no longer in the game. fails are reset on long rest.
Undead Self
You retain your stats from when you were alive, your HP is tied to your armor's condition. (I think take armor value +1 for each level and -5 if armor is damaged) You are able to speak common, draconic and gain the ability to commune with the dead. Most races will despise you and may be hostile or prevent services if you are discovered to be undead. You gain a +2 STR bonus from being Dragonborn but no longer gain the charisma bonus.
Possess Object
Allows user to leave vessel and possess any small to medium inanimate object for a period of time. During which the armor will become inanimate and the user is able to stay hidden as a form of stealth unless the person rolling has any form of sense for the dead or spiritual. Can be restored during short rest. If attacked with magical ability during possession, counts towards banishment rolls.