Homebrew Awakened Armor Species Details

Waking up from an unending sleep in a centuries old fortress, finding yourself thinking for the first time in the center of a ritual circle, this is usually the beginning of Awakened Armor's life. luckier then their brethren who are simply animated to experience simple thought and combat, they are blessed with an error in the spell that animated them, having originally been created as undying guardians of ancient creations. Modern forms of Awakened Armor are rarer, as the art of magical constructs for defence is a mostly forgotten art.

Awakened Armor Traits

Being made of solely a suit of armor comes with it's pros and cons.

Ability Score Increase

Your constitution score increases by 2, and your strength score increases by 1

Age

The only signs of age that you show are mental fatigue and rust, one of which can be polished off.

Alignment

Your alignment is usually based off of that of your creator or the way that you were raised since being awakened.

Size

You are sized for whatever race you were forged to fit. Look at the weight of the armor you are currently possessing to find your weight.

Speed

Your base walking speed is dependent on the armor that you are possessing, normally 30ft, and 25 in heavy armor.

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.

False Appearance

While you remain motionless, you are indistinguishable from a normal suit of armor.

Artificial Body

You are vulnerable to acidic and bludgeoning attacks. You are immune poison, the poisoned condition, and charm. You are resistant to psychic effects and fire.

Languages

You can speak, read, and write Common and another language of your choice. This language would most likely be indicative to who created you

Breathless

You do not require oxygen to live and are immune to becoming diseased. Events that would require breathing something in do not affect you.

Plug n' Play

You can detach parts of your armor from your main consciousness with an action. This makes them become non-magical and completely ordinary pieces of armor. Upon detaching pieces you decide which connected parts you keep your consciousness within, allowing you to say, remove your hand and transfer your consciousness to it, while losing control of the rest of your body and causing it to clatter to the floor. Reattaching a piece requires you to hold the connection point together, and would take an action. Along with this you can spend a long rest attuning a replacement piece for a chunk of armor that may be lost, allowing you to treat it as a limb as well. Attunement cannot be taken to extremes like having 4 arms, and must stay within humanoid shape. Parts of you must stay within 5 feet of the main consciousness for you to use them.

Sentry's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. Magic cannot put you to sleep.

Sightless

You are blind to normal light, instead relying on vibrations and magical assistance to make out outlines and movement. You cannot see normally, and have 60ft of tremorsense and 30ft of blindsight.

Previous Versions

Name Date Modified Views Adds Version Actions
9/25/2021 11:28:59 PM
27
0
1
Coming Soon
9/25/2021 11:33:59 PM
23
0
2
Coming Soon
10/8/2021 12:08:47 AM
26
0
2.5
Coming Soon

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