Homebrew Anarmor Species Details
Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions.
Animated armors are full sets of armor 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 just like a person in a full suit of armor. They can be molded or cast to fit a certain race, being anything from small enough to comfortably fit a gnome to large enough to completely cover an orc. Their weight and size, as well as their design and material, are up to their creator. While metal is most often used, an armor composed entirely of stone or animal skins are not uncommon. Magic is often used to bring the armor to life and keep it from falling apart.
Though they may not have any sensory organs whatsoever, magic ensures that they can perceive what is around them. They can see, hear, smell, touch, and taste just as well as a human can. They can speak as well, magic guiding their artificial consciousness. Their armor acts as their skin, and any damage inflicted upon their plating is taken as damage to what would be their physical form. Should they sustain enough damage, the spell holding their parts together will dissipate, leaving them to fall apart completely.
Amazingly, healing potions and spells can bring them back together, even if it's only one piece at a time. At low health, animated armors often find that whole limbs will disconnect from their bodies. Fortunately, the gaps between plating have no physical presence; if a certain anarmor 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 armor will cause physical harm to an animated armor.
To hide the fact that they are living suits of armor as opposed to a warrior wearing a suit of armor, anarmors will use cloaks, scarves, or bandages to cover the gaps between their plating. Some are fortunate enough to have been created with arcane lights that are fixed in the space inside their helmets. These projections are meant to resemble eyes and shift and move according to what expression the anarmor is making. Though they serve no function other than making it look like they have eyes, these lights are often enough to keep the average joe from getting too suspicious.
Anarmor Traits
Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions.Blindsight
You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet but are blind beyond this radius.
Construct
Your creature type is construct, rather than humanoid. An animated object doesn't require air, food, drink, or sleep and if a part of the armor is separated from the suit, it can still function. Since you don't have a body, armors have immunities to poison, psychic damage and condition Immunities to being blinded, deafened, exhaustion, paralyzed, poisoned. The magic that animates an object is dispelled when the construct drops to 0 hit points and fails their death saving throws. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
You are a suit of armor made of a variety of durable materials. Your creature type is Construct. Spells like cure wounds don't affect you as you are a construct and spells like crown of madness or dominate person you are immune to due to them specifically targeting humanoids. You are immune to poison damage, being poisoned and diseases. You do not need to eat or breathe, and any food you do attempt to eat falls through your space where your head would be at the bottom of your armor. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Antimagic Susceptibility
The armor is incapacitated while in the area of an anti-magic 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.
Mending
Anarmors can be repaired by a blacksmith. You regain at least 1d8 hit points + your constitution modifier if a blacksmith spends half an hour repairing you and possibly more if they're talented. Alternatively the mending spell will give you 1 hit point and stops the spell that binds your soul to the armor from dispelling.
When the mending spell is cast on you and you have 0 hit points you become stable. Alternatively, as part of the casting of mending the caster may expand any number of spell slots(minimum 1) causing you to regain a number of hit points equal to 1d8 + their spell-casting ability modifier. When you do this using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Soul Transference
You can bind your soul to an object or armor and transform it into an animated object by performing or have someone else perform a special ritual. You perform the ritual over the course of 4 hours, or have someone else perform it for only 1 hour, which can be done during a short rest. If someone other then you performs this ritual they must be able to cast a 1st level spell and if you are not proficient with the armor your Movement loses 5 feet and and you gain a -5 to your Armor Class. The ritual might have made you a variant animated object, depending on what your soul has been bounded to.
You can transfer your consciousness into another suit of armor 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 armor or the ritual fails. This change may alter your subrace accordingly, based on the desired armors type. If you are not proficient in the armor you transfer yourself into you receive all the detriments that someone normally would by wearing a set of armor they are not proficient in as well as an addition -2 to your Armor Class.
False Appearance
While the armor remains motion less, it is indistinguishable from a normal suit of armor.
Languages
You can speak, read and write Common, as well as in the language of your creator. Given that animated armors are often created by wizards, the exotic languages of magic such as Draconic or Primordial are commonly known.
Heavy Handed
Increased damage to unarmed strike
Ability Score Increase
Your Constitution score increases by 2, and one other ability score of your choice increases by 1.
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