Animated Armor (5e Class)
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WARNING This class was made to be used with the Animated Armor. The Animated Armor are magical creatures created by someone or something, while originally made for specific tasks, some Animated Armors gain sentience.
Unbound By Time
A humanoid silhouette sits between the vined walls of a forgotten ruin, the godrays relfecting slightly. It shudders slightly, slowly waking up from its dreamless sleep, shuffling the dirt and tearing the roots embeded in its arms and legs. It has no reason to be, the feeling of freedom is overwelming and theres is a bright new world in front of them.
Creating a Animated Armor
What was your reason to exist in the first place, if you remember it of course. Do you love or hate your creator? Do you wish to live a normal life or use your strange skills to adventure!
- Quick Build
You can make a Animated Armor quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strengh or Dexterity. Second, choose the Soldier background. Third, choose One-Handed Melee Weapon and a Shield, Tinker's and Smith's Tools and the Dungeoneer's Pack.
As a Animated Armor you gain the following class features.
- Hit Points
Armor: Light, Medium or Heavy depending on your Subrace
Weapons: Simple Weapons, Martial Weapons
Tools: A tool that fits your original reason to exist and Smith's Tools
Saving Throws: Strengh, Constitution
Skills: Choose three from Acrobatics, Arcana, Deception, Intimidation, Perception, Religion, History or Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- Shard Weapon
- (a) Explorer's Pack or (b) Dungeoneer's Pack
- Your chosen tool and Smith's Tool
- If you are using starting wealth, you have If you are using starting wealth, you have 4d4 x 10 gp in funds. in funds.
|2nd||+2||Specialized Plating, Fighting Style|
|4th||+2||Ability Score Improvement|
|5th||+3||Slash, Pierce and Shatter|
|8th||+3||Ability Score Improvement|
|9th||+4||Execute the Weak|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Iron Stands Eternal|
At the 1st level you can create any weapon with the same materials of your armor, it can be summoned by you at any time and will come back to you or lost but cannot be thrown; your options are:
- Two One-Handed Weapons
- One One-Handed Weapon and a Shield
- One Two-Handed Weapon
You may also throw shards of metal out of any part of your arms, the shards deal 1d8 damage and have a range of 30/120 ft.
You may spend your long rest disenchanting any magic weapon to apply its effects to your Bound Weapons at the DMs discretion.
At 2nd you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Beginning at 2nd level, You may choose to gain resistance to one of the damage types below:
At third level, you chose a Archetype. Choose between Revenge and Redemption, Both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Slash, Pierce and Shatter
When you reach 5th level, You may attack 2 times per turn, if you have a shield you may do a third action to hit them with a shield, it does no damage but makes enemies unable to use reactions and breaks concentration.
When you reach 6th level, as an action you may command Spectral Chains rise from a nearby surface and grabs the opponent; Said creature must succeed in a strengh saving throw of 10 + Your CON + Proficiency to break free every turn. Enemies stuck this way cannot move nor face any other direction, you may break the stun and pull enemies up to 15ft towards you as an action, if the target gets within 5ft of you, you may grapple them as a free action, enemies cannot impede said grasp but may still try to escape on their next turn. You can do this an ammount of time equal to your CON modifier, all uses are regained upon finishing a short rest
Starting at 7th level, you gain advantage against being charmed, frightened, being knocked prone, or being moved against your will.
Execute the Weak
Starting at 9th level, you gain advantage against enemies with impaired movement, your attacks become critical hits with a roll of 19-20.
Starting at 10th level, You may choose another Specialized Plating resistance, your armor evolves with you, making you immune instead of resistance to your original Plating. When you take elemental damage that you are immune to, your next attack will deal an extra 1d6 of said damage.
Starting at 11th level, when you grapple someone you may tear out their life energy, you can use your bonus action to deal 1d4 Force damage to the target, giving you temporary HP equal to damage dealt.
Starting at 13th level, as a bonus action, you may create an aura of metal shards out of the same spiritual energy that keeps you alive. It is a 10ft circle centered in you and it deals 1d6 slashing or piercing damage to any enemy that starts its turn inside it. Any enemy that tries to walk away from you while inside this area has their Movement cut by half. It remains active until you decide to disable it or fall unconscious.
Starting at 14th level, you may channel your strength before an attack, as a bonus action you imbue your next attack with Shell Shock, dealing additional damage equal to 1/4 of your target's AC, this reduces the enemy's AC by one. You may use this feature a number of times equal to your Constitution Modifier, but an enemy may only be affected by this once per turn. All uses are refreshed after a long rest.
Starting at 15 level, as an action you may bind an enemy to you, that enemy is pulled by your chains 10ft towards you at the beginning of your turn and theirs. Enemies bound this way cannot use the Dash Action unless it is towards you, they cannot use the disengage action, and teleportation spells will trigger the chain's effect, bringing them closer to you by 10ft and canceling the spell. You may use this skill twice before needing to take a long rest.
Starting at 17th level, All of your Bound Weapon armaments deal an extra die of damage. Melee attacks can hit any enemy that is in front of you and inside your range. Your ranged attacks now explode into shrapnel dealing half damage to all creatures in a 5ft sphere around your target.
Starting at 18th level, As a reaction, you may try to absorb a spell that has been casted towards you or to any creature within, your DC is 10 + CON + Proficiency Bonus and you must compete against the caster's spell DC, if you fail you take the spell, if you succeed you gain the following options.
- You absorb its energy, turning all the damage it would deal into temporary HP and all the Movement it would impair as Movement for you to use in your next turn.
- You may cast the same spell using the same Spell slot level it was cast, the DC for said spell is the same that was mentioned earlier.
- To power this skill you have an ammount of maximum charges that is equal to 5 + CON + Proficiency Multiplier; regardless if you absorb or recast the spell, you will loose charges equal to the level of the spell lost that was used to cast it originally.
If that would bring you to under 0 charges, the spell will be count as being cast as a spell of the level of charges you had remaining (You are hit by a lvl 9 fireball, but you only have 8 charges, you may re-cast it as if it was a lvl 8 Fireball).
- If you have 0 charges and take damage from any spell, you cannot use Lodestar to intercept it.
- You regain all charges after a long rest, you may not regain more then your maximum.
- If you had resistance to the damage type of the spell you gain +2 to the DC, if you had weakness against it you take -2 to the DC.
- If you had immunity to the damage type of the spell, you do not need to fight against the casters DC.
Iron Stands Eternal
Starting at 20th level, you are now an unstoppable force AND an immovable object. You gain resistance to Slashing, Piercing and Bludgeoning Damage. Your size is now Large. Your Slash, Piece and Shatter attacks 3 times now. All abilities that involve your chains pull targets 5ft extra. Your Tempered Plating Resistance becomes an Immunity. Your Fractured Aura is now a 15ft area. Your Bound Weapons Become oversized.
Archetype of Revenge
You came back to this world with a feeling of anger, you are fueled by rage and Cursed Undead Energy and no one will stand in your way.
- This subclass focus on a more DPS and Self Tank aproach.
- Reborn in Darkness
- Starting at 3rd Level, You gain resistance to Necrotic and your attack deals extra Necrotic Damage equal to your Proficiency Bonus
- Bend the Veil
Starting at 5th Level, When you deal necrotic damage to an enemy using your Subclass Passive, you gain Temporary Hit Points equal to that damage. As a action you may spend all current Temporary Hit Points to use one of this skills.
- Your Next Attack will deal extra necrotic damage equal to Half of the Temporary Hit Points spent.
- You heal yourself by 1/3 of the Temporary Hit Points spent.
- I Take What is Mine
Starting at 9th level, As a reaction to any creature wearing armor dying within 60ft, you may steal parts of their armor as "Temporary AC", said parts hover around the parts of your body that they would normally protect. You steal 1/4 of the targets armor, you may only have one armor stolen at a time, but you may replace it at any time as a bonus action. This extra armor stays there until the end of the combat encounter. After this the armor will return to its original state.
- You Live in My Domain
Starting at 12th level, you may forfeit your entire turn to drive your weapon into the ground and channel your power through it. All enemies within 45ft take 1d8 slashing, piercing or bludgeoning damage (Your choice) based on the ammount of AC they have (1 AC = 1d8). You can only use this once before needing to take a Long Rest
No matter your origin, you do not care about your past, you find yourself followed by Light and many Friends that trust in you.
- This subclass focus on a more buffer aproach, trading self skills to weaker skills that you can use together with friends.
- Reborn in Light
- Starting at 3rd Level, You gain resistance to Radiant and your attack deals extra Radiant Damage equal to your Proficiency Bonus
- Celestial Blessing
Starting at 5th Level, When you deal radiant damage to an enemy using your Subclass Passive, you gain Temporary Hit Points equal to that damage. As a action you may spend all current Temporary Hit Points to use one of this skills.
- Your Next Attack will deal extra radiant damage equal to 1/4 of the Temporary Hit Points spent; Choose another ally within 30ft to gain that bonus aswell.
- You heal yourself by 1/4 of the Temporary Hit Points spent; Choose another ally within 30ft to gain that heal aswell.
- Share Your Fortune
Starting at 9th level, Any Ally Within 60ft of you gains AC equal to 1/4 of your Armor Class. If they are Within 30ft they may reduce the damage of the next attack they take by the ammount of AC you have.
- You Live in My Domain
Starting at 12th level, you may forfeit your entire turn to drive your weapon into the ground and channel your power through it. All allies within 45ft recieve 1d6 hitpoints based on the ammount of AC they have (1 AC = 1d6). They gain advantage on their next roll, or they may store said advantage for another roll. Said advantage may only be stored until the next Long Rest You can only use this once before needing to take a Long Rest
Prerequisites. To qualify for multiclassing into the Animated Armor class, you must meet these prerequisites: Be a Animated Armor (5e Race), have 16 CON and 16 STR/DEX
Proficiencies. When you multiclass into the Animated Armor class, you gain the following proficiencies: Simple and Melee Weapons, a Armor Proficiency thats the same as your race Subclass and a tool that you can use to repair yourself.