Homebrew Awakened Animated Armor Species Details
This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. You, however, have found a way to escape your magical bondage and gain consciousness. You reap the benefits of being partially humanoid, but your limitations as a constructed being bar you from ever being able to appreciate full humanity.
Awakened Animated Armor Traits
Your animated armor character has the following racial traits.Ability Score Increase
Your Constitution Score increases by 1.
Age
Instances of animated armor are hypothetically immortal, so long as the magic that sustains them does not fade against an overwhelming adversary.
Size
Instances of animated armor vary in height across the humanoids that were first intended to wear them, and weigh a number of pounds equivalent to the suit of armor that is being possessed. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Blindsight
You can perceive your surroundings without relying on sight up to 60 ft. You are completely blind beyond this radius.
Natural Armor
When you equip a set of armor, it is assumed that this is the armor that your spirit is possessing. As such, your total AC (minus a shield or other items that increase it further) is considered Natural Armor, and you cannot unequip your armor through normal means.
Transference
When touching a complete set of armor that another incorporeal soul does not currently inhabit, you can spend 10 minutes in an inactive state transferring your conscious to it. After this ritual is complete, the set of armor you previously inhabited returns to an inanimate state, and you gain full control of the new set that you now possess.
When possessing a set of armor, you gain additional benefits from it that other creatures cannot parse.
Constructed Nature
Once a mindless construct created with the purpose to protect and serve, you reap the following benefits from your nature:
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You don’t need to eat, drink, or breathe.
- You are immune to disease.
- You don’t need to sleep, and magic can’t put you to sleep.
Antimagic Susceptibility
If targeted by the dispel magic or antimagic field spells, you must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute, or the full time spent in the area of an antimagic spell. If you succeed on a save against an antimagical field, you become immune to the effects of that field for 1 hour. You must make an additional Constitution saving throw for each consecutive hour spent within the field.
While knocked unconscious in this way, the armor you inhabit becomes inanimate for the duration of your unconsciousness and can be worn or carried by humanoids other than yourself.
False Appearance
While you remain motionless, you are indistinguishable from a normal suit of armor.
Languages
You can speak, read, and write Common.
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