Homebrew Animated Armor Species Details
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.
Animated Armor Traits
+1 Strength, +1 Dexterity, Antimagic Susceptibility, Blindsight, Construct, False Appearance, Mendable, Soul Transfer+1 Dexterity
+1 Dexterity
+1 Strength
+1 Strength
Antimagic Susceptibility
You are incapacitated while in the area of an antimagic field. If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
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
You are a suit of armor made of a variety of durable materials. Your creature type is construct instead of humanoid. As such, spells like cure wounds don't affect you, and you are immune to spells like crown of madness or dominate person because they specifically target 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 the space where your head would be and into the bottom of your armor. Rather than sleeping, you enter an inactive state for 6 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.
False Appearance
While you remain motionless, you are indistinguishable from a normal suit of armor.
Mendable
When the mending spell is cast on you, it has the following alterations: It has a casting time of 1 action. If you have 0 hit points you become stable. As part of the casting of mending the caster may expend any level of spell slot to cause you to regain a number of hit points equal to 1d8, plus their spellcasting ability modifier. For each level of the spell slot expended you regain an additional 1d8 hit points.
Soul Transfer
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 armor's type. If you are not proficient in the armor you transfer yourself into, you will receive all the detriments that someone normally would by wearing a set of armor they are not proficient with, as well as a -2 penalty to your Armor Class.
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