Dark Armor (5e Class)
Creating a Dark Armor[edit]
This is a class that would need to be accepted by a DM but it was heavily influenced by the dark weapon class and I wanted to make a class like it but where you are armor instead and so I tried making a balanced class where you can be worn by an ally and your sole purpose is to take hits and have a big Health pool with ways to regain health and improve the resistances for the user or ally and help them survive they will take you AC and feats.
Class Features
As a Dark Armor you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Dark Armor level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Dark Armor level after 1st
- Proficiencies
Armor: Your chosen armor type
Weapons: None
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Perception, Intimidation, Deception, Acrobatics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- If you are using starting wealth, you have 5d4×10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Chosen Armor, protector |
2nd | +2 | Durable body |
3rd | +2 | Contract pathfighting style |
4th | +2 | Ability Score Improvement, refined body |
5th | +3 | contract bonding |
6th | +3 | force of restoration |
7th | +3 | contract bonding |
8th | +3 | Ability Score Improvement, protectors resolve |
9th | +4 | Energy resistant |
10th | +4 | contact bonding |
11th | +4 | force of restoration (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | contract bonding |
14th | +5 | force of restoration (3) |
15th | +5 | Remarkable Athlete |
16th | +5 | Ability Score Improvement, Inmovable force |
17th | +6 | contract bonding |
18th | +6 | Legendary resistance |
19th | +6 | Ability Score Improvement |
20th | +6 | indestuctable substance |
Chosen Armor[edit]
At 1st Level, choose armor from the list from the Player's Handbook. This armor becomes your Chosen armor and it will be the armor that you transform into, as well as the armor you summon with the armor Invocation feature.
As a bonus action, you can turn into the armor set of your choice. Actions you can take when wielded are as followed: - You may use a standard action to revert to your Humanoid Form. - all abilities and feats you have carried on to your user. -For your chosen armor class this is the ac you and your user will have -Light - 12 plus dex -Medium - 14 plus dex or str (max 2) -Heavy - 16 plus strength (max 2)
Protector[edit]
at first level using your reaction you protect the ally that is wielding you from taking damage and you take it instead
Durable Body[edit]
Intent on the protection of others, you never go down or give up, even when battered to a pulp. Starting at 2nd level, your willpower empowers your ability to stay in the thick of combat. Your hit points maximum increases by your Strength modifier (minimum of 1), and again each time you gain a level in this class.
Fighting Style[edit]
At the 3rd level, you adopt a 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. Your fighting style transfers to your user.
- Defense
While you are wearing armor or in armor form, you gain a +1 bonus to AC.
- Interception
When a creature you can see hits your user you can use your reaction to reduce the damage the damage your user takes by 1d6 + your proficiency bonus (to a minimum of 0 damage).
- Protection
When a creature you can see attacks your user, you can use your reaction to impose disadvantage on the attack roll.
Refined Body[edit]
At the 4th level. You have a strong body, able to withstand effects that might force you to back down. You have advantage in saving throws against being stunned, grappled and being knocked prone.
force of restoration[edit]
At the 6th level, You can give your user 1d6 of temporary hit points by giving half of the roll of your hit points, by the 11th level it will be increased to 2d6, and by the 16th level 3d6
protectors Resolve[edit]
Starting at the 8th level, your instinct and resolve to protect you and your user from death. You can add your proficiency bonus to your death-saving throws. In addition, if you have a success you get up with 1 health, and with a 20 you get up with 10 health.
At the 15th level, you regain 15 hit points on a roll of 19-20 on the d20.
Energy Resistance[edit]
At the 10th level, you have gotten a stronger substance to protect you from elemental attacks. When you finish a long rest, choose one of the following damage types: acid, cold, fire, lightning, or poison.
Until your next rest, you can use your reaction to reduce the damage taken from the chosen type to half. If you already have resistance, it becomes immunity.
Remarkable Athlete[edit]
Starting at the 15th level, you can add half your proficiency bonus (rounded down) to any strength, dexterity or constitution check you make that does not already use your proficiency bonus.
Legendary Resistance[edit]
At the 18th level, whenever you fail a saving throw, you can choose to succeed instead. Once you use this feature, you can't use it again until you finish a long rest.
Indestructible substance[edit]
Starting 20th level, you become a virtual wall you and/or your user gain resistance to all nonmagical slashing, piercing, and bludgeoning damage
Bonding Contracts[edit]
Blood contract[edit]
The guard of the battlefield serves to slow enemies down as well as take hits for the weaker sort. Starting at the 3rd level.
- fortitude
As a reaction, you can roll a 1d4 when you or your user are hit by an attack. You reduce the damage you take by double the die roll.
- piercing eye
At the 5th level, As a bonus action, All creatures within 5 feet of you have a penalty on all their saving throws until the end of their next turn or until they get more than 5 feet away from you.
- strong pressure
At the 7th level, the area in a 10ft radius around you and your user is counted as difficult terrain and if an enemy leaves this area it gives your user or you an opportunity to action.
- Defensive will
Armor works better on you due to your knowledge of how to best use it. Starting at the 13th level, while you wear armor or have a shield, you may add your Constitution modifier to your Armor Class.
Arcane Contract[edit]
Starting at the 3rd level
- Specialized Plating
Beginning at the 3rd level, You may choose to gain resistance to one of the damage types below:
- Acid
- Fire
- Cold
- Radiant
- Necrotic
- Lightning
- Thunder
- Force
- Limited Spell Resistance
At 7th level, you have advantage on saving throws against spells of 1/3 your level or lower.
- Tempered Armor
Starting at the 10th level, You may choose another Specialized Plating resistance, your armor evolves with you, making you immune instead of resistant to your original Plating.
- Magic Resistance
Starting at the 17th level, your ability to protect yourself so as to never allow harm to your allies has made you nigh impervious to magic. You have resistance to the damage of spells and other magical effects.