Homebrew Enchanted Armor Species Details
Enchanted Armor
Trying his best to keep quiet, a hulking suit of dark crimson armor tip-toes his way over to an unsuspecting orc, his great axe held high over his 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 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.
Living Metal
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, anarmors 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.
Dormancy
Normal suits of armor usually last as long as their material does, the elements hazing it until it eventually rusts over and crumbles to pieces. With animated armors, however, the game changes. If magic is used to bring a suit of armor to life, another spell is usually cast on the armor to make it more durable. The stronger the spell, the longer the armor lasts. A typical anarmor can lie dormant for 700 years before losing its magic. The maximum life span of an animated armor is unknown, as a powerful enough spell could potentially keep one alive forever, but none have been known to keep their magic for more than 1,500 years.
Unlike other creatures blessed with long life, anarmors don't actively pursue goals outside of what they were created to do; if a particular animated armor was created to protect a castle, it will stay in the castle, silently waiting for an intruder. That said, they can leave their posts or occupations if they wish, but most are not given a good enough reason to, remaining dormant until someone finds them. Unless they are doing their job constantly, they will become as still as a statue, waking only when a certain stimuli triggers a response.
When they do awake, animated armors often find that they are in a world far different than the one they know. To them, time has passed by without them, leaving them lost in a strange and mysterious future. A time gap as small as fifty years can be enough to confuse an anarmor, but if they are intelligent enough, they will catch on to present-time customs fairly quickly, Still, some refuse to change their ways, speaking in forgotten tongues or using overly-wordy and poetic speech.
Reawakening and Rebirth
Anarmors usually fall dormant at the post given to them by their creator, waiting for something to bring them back into consciousness. If their creator happens to die before or after they enter this state, their purpose will no longer be explicitly defined. When they regain consciousness, most anarmors stick to their prior orders, carrying out their tasks without complaint. But some, rather than do a task that is now impossible, pointless, or both, defy their creator's magical programming and seek out a new purpose. Others forget their purpose altogether, wandering around aimlessly until someone decides to claim them. Many times, an adventurer will stumble upon a long-forgotten animated armor and convince it to join them on their travels. Others are reactivated only to find that the thing they were meant to protect has been destroyed somehow, and seek vengeance. In this way, anarmors can be anything from loyal companions and protectors to destructive avengers and mercenaries.
Ghost in Armor
Generally, people see animated armors as threats. The thought of a walking, talking suit of armor terrifies them, though not to the same capacity as a tiefling. They are often likened to ghosts in armor, and many villages have their own tales of menacing suits of armor that move of their own volition. Because of this, anarmors that waltz into unsuspecting towns are usually avoided completely, the only words spoken of them being whispers. Those who know better than this see wandering anarmors as potential companions, workers, or servants. Some are ambitious or crazy enough to try and capture them by force, often to no avail. Taverns and whorehouses usually look the other way, since being intangible except for one's armor doesn't give the ladies or the barkeeps much to work with.
That said, an anarmor will usually try to avoid being discovered, unless a quirk in their personality programming says otherwise. They'll use cloaks, scarves, and bandages to cover the gaps in their armor and blend in. They'll stay away from crowded places, speaking only when spoken to and never causing too much of a scene. Some spend their time in taverns, never ordering any food or drink, hoping that the patrons will be too drunk to notice how empty they are on the inside. On the rare occasion that an animated armor is welcomed or even worshipped by the people of a village, some merely serve the community as a guard or sentry, while others take a more commanding role, like a war chief or even a deity.
Animated Armor Names
An animated armor's name is usually bestowed by its creator. Sometimes, however, they forget their names. When this happens, a name can be given to them by a new owner or partner, or they can come up with a name themselves. When an anarmor comes up with a name for itself, it's usually something simple, something they see around them or remember from their past. Really, any name will do, whether it's based on their function, their appearance, or their surroundings. Some are based in the creator's native tongue, whatever that may be.
Male: Any.
Female: Any.
This is a fan version of Sheperd_of_souls homebrew race : Animated armor
Enchanted Armor Traits
A suit of armor that is given life through magic and is assigned a task. Often times they are left behind by their creators, left to lie dormant for hundreds of years only to wake up and seek out a new purpose.Constructed
Constructed. You are a suit of armor. Typically made of metal, but unorthodox materials are not unheard of. You count as a Construct instead of humanoid. You are immune to disease. You do not need to eat or breathe, and any food you do attempt to eat falls through your head into 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.
Empty Armor. You are a hollow suit of armor; anything that constitutes your mind is nonphysical. A humanoid of your size, subject to DM intervention, can fit inside of you and wear you like a normal suit of armor if you and they are willing. They gain all the benefits of wearing the armor you are, including negatives for lacking proficiency. While being worn, you are indistinguishable from regular armor, you cannot use your major and movement actions; and you have resistance to all damage except psychic at all times. Additionally, BEFORE your and your wearer's resistances, all slashing, bludgeoning, piercing and force damage from weapons or spells taken by the creature you are being worn by is split evenly between the two of you, with you taking the higher damage when rounding.
False Appearance. While you remain motionless, you are indistinguishable from a normal suit of armor.
Blindsight. Blindsight 60ft. (blind beyond this radius)
Change of Body. You can transfer your consciousness into another suit of armor. To do so, you require 1 hour of time and the desired suit of armor. This change may alter your subrace accordingly, based on the armor type of what you are transferring into. At your DM's discretion, this ability can be forced by a magic user with the appropriate knowledge using an Arcana check against a DC 20, so long as you are restrained and unconscious for the duration.
Armor Slam. As a suit of armor, you are capable of pulling your considerable weight into a full body slam. As an action, you can deal 1d10 + your Constitution modifier bludgeoning damage to a target creature or object. This can be done a number of times equal to your Constitution modifier(Minimum of 1). You regain all uses after a long rest.
Languages. You can speak, read and write in Common, as well as in the language of your creator.
Subrace. The armor your soul inhabits determines certain traits about you. The classifications are Light, Medium and Heavy. If you transfer into an armor set using Change of Body, your subrace will change accordingly. The AC can differ based on what specific armor you inhabit, but you will also take a -2 AC if you are not proficient in the armor type you are.
Light
Ability Score Increase. Your Dexterity score increases by 2.
Leather Armor. You are an animated set of leather armor, and your AC is increased by 1 + your Dexterity modifier. This can change based on an armor you swap into through the Change of Body trait. Class based modifiers, like the Monk's or the Barbarian's, can overwrite this, but cannot combine with it.
Quickened Step. Your movement speed is increased to 35.
Like A Sponge. Should you become fully immersed in water, your movement speed will be halved. However, with this loss in speed comes complete resistance to fire effects. This does not stack with your passive
damage resistance. This lasts until you can
find a hot, dry place to dry
off. (Note: Spells can be used to dry you off as well)
Medium
Ability Score Increase. Your Constitution score increases by 2.
Hide Armor. You are an animated set of hide armor, and your AC increases by your Dexterity modifier, with a maximum of 2. This can change based on an armor you swap into through the Change of Body trait. Class based modifiers, like the Monk's or the Barbarian's, can overwrite this, but cannot combine with it. You can also choose to replace your AC with a spell effect or trait, like Mage Armor, or the sorcerer's Draconic Resilience. If you, using either of these methods, ignore your armor type's AC benefits, you will not take the -2 AC from not being proficient in your armor type.
Normality. You have no extra benefits, but no extra downsides, either. No harm, no foul.
Heavy
Ability Score Increase. Your Strength and Constitution scores increases by 1.
Ring Mail. You are an animated suit
of ring mail, and your AC increases by
your twice Constitution modifier, with a
maximum of 6. You have disadvantage on
stealth. This can change based on an armor
you swap into through the Change of Body trait.
Heavy Metal. Your movement speed is
decreased to 25, but you have advantage on
resisting push effects. (If someone is trying to
push you off a cliff, they're going to have a rough
go of it.)
Sink Like A Stone. You cannot swim, but you are
heavy enough to sink to the bottom of a body of water.
From there, you can walk around freely.
Heavy-Handed. You can add your Strength modifier
to your Armor Slam.
Previous Versions
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