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## Armor Power Core ##### Wondrous Item, legendary (requires attunement) This circular mechanical apparatus with eight small metal pincers around the rim is adorned with a smooth large teal gemstone etched with arcane runes in the center. As an action, you can press the apparatus to the chest of any non-magical metallic medium or heavy armor. When the apparatus is attached to the armor, it amplifies the users defensive powers in the following manner. ##### Dormant While the Core is in its dormant state and is attached to an armor that is being worn by the attuned character, - You gain +1 to your Armor Class - You cannot be surprised while you are wearing the armor. - When you are hit by an attack, you can use your reaction to create a magnetic protective field. Until the start of your next turn, you have a bonus to AC equal to your intelligence modifier, including against the triggering attack. Once you use this feature, you can't do so again until the next dawn, unless you expend a spell slot of 1st level or higher to use this feature again. ##### Awakened When Core reaches an awakened state, the crystal color turns to reddish orange and it gains the following properties: - The AC bonus of the core increases to +2. - You gain resistance to lightning damage. - If the armor normally imposes disadvantage on Dexterity (Stealth) checks it does not. - As a bonus action, you can create a temporary protective barrier. You gain 4d10 temporary hit points. While you have these temporary hit points, whenever a creature within 60 ft. of you takes damage, you can use your reaction to transfer the temporary hit points to that creature, potentially blocking the triggering attack. You can use this feature to create the barrier twice and regain all uses the next dawn. Aditionally, when the core reaches the awakened state, it regains it's sentience and the following properties: **Sentience.** The core is a sentient item of neutral alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through the circular gemstone and it has darkvision up to 60 ft. It communicates telepathically with you and can speak, read, and understand any language it knows (see details below). **Life Support.** Whenever you end your turn with 0 hit points, the Core can make a Wisdom (Medicine) check with a +6 bonus. If this check succeeds, the core stabilizes you. **Languages.** The core knows Common, Giant, Dwarvish, Draconic and Infernal. The core can learn a new language after it hears or reads the language and studies it for 10 days. It can memorize maximum of seven languages and it can forget one of the memorized languages to learn a new one. **Skills.** The core has a +7 bonus to the following skills Arcana and History **Spells.** The core knows the detect evil and good spell and can cast it at will, requiring no components. The Core decides when to cast the spell. **Personality.** The Core is designed to advise, assist and protect the wearer it is attached to. One of the simple functions of a core is to serve as a translator. The core’s properties are under its control, and if you have a bad relationship with the core, it might refuse to assist you. ##### Exalted When Core reaches an exalted state, the crystal color turns to bright gold and it gains the following properties: - The AC bonus of the core increases to +3. - You gain immunity to lightning damage. - While you wear the armor the core is attached to, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. - While you wear the armor, you have a flying speed equal to your walking speed. You can use the armor to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The armor regain 2 hours of flying capability for every 12 hours they aren't in use. - As an action, you can charge to a point up to 60 ft. away from you that you can see. Any creature on this 5 ft. wide and up to 60 ft. long line must make a dexterity saving throw (DC:18) or take 4d10 bludgeoning damage and be knocked back 10 ft. away from the line and also be knocked prone. If there is a creature on the target location, on a failure that creature takes double the damage and is knocked back 20 ft. instead of 10 ft. Creatures that make the save only take half the damage and are not knocked back or prone. Once you use this feature, you can not do so again until the next dawn.
\pagebreakNum ##### Ascended When Core reaches an exalted state, the rest of the apparatus also turns to gold color and it gains the following properties: - The AC bonus of the core increases to +4. - You have Resistance to nonmagical damage while you wear this armor. - Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this Special action is used, it can't be used again until the next dawn. Additionally, the core gains the following properties: **Automatic Defenses.** Unless the Core deactivates the suit's automatic defenses, no one can approach the armor without setting those defenses off. Treat the armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached. **Stasis.** Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature.