Homebrew Animated Armor (Anarmor) Species Details

Trying their best to keep quiet, a hulking suit of dark crimson armor tip-toes their way over to an unsuspecting orc, their great axe held high over their 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 Armor (Anarmor) Traits

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; anywhere a sentry or guard might be.

Armor Migration

You can spend 1 hour to move into another armor within 10 feet of you, but the armor you "wore" previously is consumed by the magic that allows you to change armors.

Ghost In A Shell

You are an animated suit of armor with no one inside.
You are immune to disease and poison.
You don’t need to eat, drink, or breathe and you are immune to exhaustion.
You don't need to sleep, and magic can't put you to sleep.
You are proficient in wearing all armor types.

Inactive State

When you take a long rest, you must spend at least six hours in an inactive, motionless state. In this state, you appear like a normal suit of armor laying on the ground.

Innate Defense

Your body, or rather where your body should be, is especially well protected by your armor through your innate expertise at fighting in armor.
You gain a +1 bonus to Armor Class.

A Being of Magic

You are a creature of pure magic.
You are proficient in arcana and can tell if an item or creature is magical by touch.

Each time you enter an anti-magic field or end your turn in it, you must succeed a (DC 15 + the consecutive times you have ended your turn inside the anti-magic field) constitution saving throw or become unconscious until you are either removed from the anti-magic field or the spell ends.

If dispell magic is cast on you, you must succeed a Constitution saving throw against the caster's spell save DC or become unconscious for one minute. You can repeat the saving throw at the end of each of your turns.

Languages

You can speak, read, and write Common and the language your creator bestowed upon you.

Previous Versions

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