- FUTURISTIC ERA ARMOR -
===[ FUTURISTIC ERA LIGHT ARMOR ]============ = =
| Cost (c) | Armor | Armor Class (AC) | Stealth | Properties | Weight |
|---|---|---|---|---|---|
| 2000 | Ballistic Fiber | 13 + Dex mod | — | Special | +5 lb. |
| 100 | P-Plastic Vest | 13 + Dex mod | — | — | 6 lb. |
| 3000 | Nanoweave Suit | 15 + Dex mod | Advantage | Ballistic Resistance | 1 lb. |
===[ FUTURISTIC ERA MEDIUM ARMOR ]========== = =
| Cost (c) | Armor | Armor Class (AC) | Stealth | Properties | Weight |
|---|---|---|---|---|---|
| 5000 | Exo-Armor | 17 + Dex mod (max 2) | Disadvantage | ARDR/5, Power | 60 lb. |
| 10000 | Q-Aspect Armor | 17 + Int mod | — | ARDR/5, Psi-Proficient | 0 lb. |
===[ FUTURISTIC ERA HEAVY ARMOR ]============ = =
| Cost (c) | Armor | Armor Class (AC) | Stealth | Properties | Weight |
|---|---|---|---|---|---|
| 50000 | Heronnar Power Armor | 20 | Disadvantage | ARDR/10, Power | — |
===[ FUTURISTIC SHIELDS ]==================== = =
| Cost (c) | Armor | Armor Class (AC) | Stealth | Properties | Weight |
|---|---|---|---|---|---|
| 1500 | Energy Shield | +2 | — | ARDR/2 | 5 lb. |
Futuristic Armor Descriptions
The following armor types have these descriptions:
Ballistic Fiber. Advanced nanofibers and synthetic weave that can easily masquerade as any common clothing or fashionwear. A creature does not require Proficiency in any Armor to utilize Ballistic Fibered clothing as long as they wear it.
Energy Shield. Energy Shields are a staple of the sci-fi future. It is a handheld device that protects a fair portion of the user's body against attacks by projecting a physical energy barrier akin to compacted magic like the Shield spell or Wall of Force.
Exo-Armor. Exoskeleton Armor is the less armored and mechanically powered variant of Power Armor constructed to allow greater articulation and with less materials overall, but half as much defensive capabilities. The Exoskeleton both empowers its wielder and bears the weight of sparse defensive plating meant to cover vital organs or components, both of the wearer and exoskeleton.
Nanoweave Suit. Skin-tight breathable nanocarbonite fiber weaved into a full-body suit capable of 4E (four environments: a vaccuum, immense or power pressure, and radiation) protection. Easily concealable under any clothing or other equipment. Rips, tears, or punctures in the suit are quickly repaired via nanite weavers.
P-Plastic Suit. Plate Plastic Suits are cheap, mass-produced, and easily branded armor designed for henchmen in the far-flung future.
Power Armor. Power Armor is manufactured from rare metals, plasteel, and is a solid---less costly alternative to a full Mech Suit. Under hundreds or thousands of pounds, weighted from articulate armor plating, engine, and mechanical components, with a crackling Arcana core that is set into the chest or a backpack brace with cooling systems.
Q-Aspect Armor. Quintessence Armor appears as a strange pinkish-purplish suit of armor that commonly includes a chestplate and helmet, with uncommon bracers for the arms or legs (psionics don't need those). The armor warps faintly, almost as if it projects a psychedelic effect, however it is still almost as hard as diamond, and is permanently smooth and unscratched, due to being constructed from Psykometal.
Properties
Futuristic Armor have the following special futuristic properties:
Advantage (Stealth). You have Advantage on Dexterity (Stealth) Checks while wearing this armor.
"Armor Reduction" ARDR (Attack Roll Damage Reduction). Whenever you take Damage from an Attack Roll that Hits you, you Reduce the amount of Damage taken equal to the number listed in the Property. Sources of ARDR stack with each other.
Power. Powered Armor uses an Arcana Core to empower its user through a series of machine augments, such as the Exoskeleton. The Core is also capable of activating additional augments installed into the armor, read below for more information.
Psi-Proficient. This Armor requires you to have the Psi-Sensitive Lineage, or you must have some form of Psionic capability to be considered Proficient with this Armor.
Special Properties
Ballistic Fiber
No Proficiency Required. While you are wearing this Armor, you gain its listed AC without needing Proficiency in Light Armor.
Exo-Armor
Exo-Armor grants you the following benefits while wearing it:
- Your Strength score becomes 19, unless your Strength is already higher.
- Exo-Armor is considered Magical Armor, and it functions even in an antimagic field.
Power Armor
Power Armor has the following requirements in order to wear it. You must have:
- Proficiency in Heavy Armor
- An Intelligence of 11 or higher
While wearing it, you gain the following benefits:
- Your Size becomes Large.
- Your Strength score bcomes 21, unless your Strength is already higher.
- Your Speed increases by 10 feet.
- Your Unarmed Strikes deal 1d12 Bludgeoning damage.
- Your jumping distance triples.
- The armor can't be removed against your will, and it expands to cover your entire body, although you can retract or deploy the helmet/visor as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- Powered Armor is considered magical and it and any upgrades it has continues to function even in an antimagic field.
Donning Power Armor. It takes 1 hour to put on or take off Power Armor, unless you are helped by creatures who also have proficiency in Mech Suits, in which case the time is halved (incrementally for every creature that assists, halved until a minimum time of 10 minutes, done by 3 creatures).
You also require a Machining Kit to put on or take off Power Armor.
Stealth Impairment. You have Disadvantage on Dexterity (Stealth) Checks, as well as a -10 Penalty while Moving in Power Armor.
Primary Life Support Systems. Within Power Armor, there are several systems in place that allow a creature to survive the elements while within its interior, as long as the suit remains powered.
- A regulated air current flows through the armor, and provides air to breathe. You have advantage on saving throws against being poisoned, and are immune to nonmagical poisonous gas (poison damage or poisoned condition).
- You have a two-way communicator that can tramsit radio or connect to the ethernet. It grants you features as if you had a computer installed in your helmet.
Armor Upgrades
Upgrading mundane armor follows a simple series of advancements or add-ons. Any pre-requisite conditions must be satisfied to apply that upgrade. It takes an artisan a full day of work (minimum 8 hours) to upgrade a suit of armor or a shield with a new property.
Armor Proofing
Pre-Requisite: Medium or Heavy Armor
| Cost (c) | Proof Tier | ARDR Bonus |
|---|---|---|
| 1000 | 1st-Tier | +3 |
| 5000 | 2nd-Tier | +6 |
| 10000 | 3rd-Tier | +9 |
While wearing this Armor, you gain Damage Reduction equal to the Proof Tier's ARDR Bonus, which reduces any Damage you take from an Attack.
Armor Proofing grants the ARDR Bonus in addition to any base ARDR the Armor may already have. If you wear Armor applicable for the Heavy Armor Master Feat, the Damage Reduction it grants is added to the Proof Tier's ARDR.
If the ARDR number is ever lowered or removed, it costs a quarter of the Proof Tier's cost to repair and restore it.
Wikipedia
The proofing of armour is testing armour for its defensive ability, most commponly the historical testing of plate armor and mail (armour). In the early middle ages, armour would be classified by the blows it could withstand, being certified as proof against swords, axes, and arrows. As firearms emerged as battlefield weapons, armour would be tested against them, as well, from which came the modern term "bulletproof".
Armor Add-Ons
The following add-ons are features that can be applied to any armor.
Breathable
Pre-Requisite: Light or Medium Armor (Incompatible with the Insulated tag)
- Cost: 50c
While wearing this Armor, you have Advantage on Saving Throws that you make against Exhaustion effects due to extreme heat, as described in chapter 5 of the Dungeon Master's Guide.
Climbing Harness
Pre-Requisite: Any Armor
- Cost: 50c
This armor has been modified with a climbing harness around the midriff, comprising leather straps and quick-draws. While wearing it, you make Strength (Athletics) Checks to scale vertical surfaces with Advantage when using a rope or similar aid.
Decorated
Pre-Requisite: Medium or Heavy Armor, Shields
- Cost: 5c - ???c
This Armor or Shield is adorned with any form of decoration considerable. Specifically, a Spellcasting Focus, such as an Arcane Focus or Holy Symbol can be adorned onto it, allowing the wearer to use either as their Spellcasting Focus.
Insulated
Pre-Requisite: Light or Medium Armor (Incompatible with the Breathable tag)
- Cost: 50c
This Armor counts as Cold Weather Gear in Conditions of Extreme Cold, as described in chapter 5 of the Dungeon Master's Guide.
Muffled
Pre-Requisite: Medium Armor with Stealth Disadvantage
- Cost: 100c
This Armor no longer confers Disadvantage on Dexterity (Stealth) Checks.
Parachute Pack
Pre-Requisite: Any Armor
- Cost: 50c
This armor becomes equipped with a parachute pack that can be easily activated to allow the user a safe descent. As a Reaction to when you start to Fall, you can activate the parachute pack and slow your descent to 30 feet a round, landing safely when you hit the ground taking no damage. The parachute is vulnerable to attack while it is released, having an AC of 10, 20HP, Immunity to Poison and Psychic damage, and Vulnerability to Slashing damage. When the parachute is destroyed, you return to freefall without it if you are still falling, and you can repair the Parachute during a Rest, so long as you have appropriate tools such as a Sewer's Kit.
Quick-Release Clasps
Pre-Requisite: Any Armor
- Cost: 100c
You can doff this Armor as an Action.
Runic Mold
Pre-Requisite: Any Armor, or a Shield
- Cost: 500c
This Armor or Shield can have one Runestone installed. This add-on can be purchased multiple times, to increase the number of Runestones the Armor or Shield can have installed, though the cost doubles exponentially each time it is purchased, ex. purchased twice for 2 Runestones is +1000c, purchased thrice for 3 Runestones is +2000c, and so on to a maximum of 5 Runestones.
Spiked
Pre-Requisite: Medium or Heavy Armor
- Cost: 250c
This armor has been modified with spikes, barbs, or other similar features, and deals 1d4 Piercing damage to creatures that hit you with delicate melee attacks such unarmed strikes or natural weapons.
In addition, at the start of each of your turns, you deal 1d4 Piercing damage to a creature you are currently grappling or being grappled by.
Shield Upgrades
The following upgrades are only applicable to Shields.
Gunport
Pre-Requisite: Medium or Large Shields
- Cost: 100c
This Shield has a Gunport, where a ranged weapon can be placed without sacrificing an arm to wield the weapon or wield the shield, as it is capable of both without creating difficulty for the other. While wielding a Shield with a Gunport, it allows you to two-hand any Ranged Weapon so long as it doesn't have the Heavy property.
Edged Shield
Pre-Requisite: Shield Master Feat
- Cost: 10c
Whenever you make Attacks with the Shield, it instead deals 1d8 Bludgeoning or Slashing damage (your choice on-hit).
Shield Strap
Pre-Requisite: Small or Medium Shields
- Cost: 10c
This Shield with a strap allows its user to two-hand a Weapon with the Versatile property, as if the user wasn't wielding the Shield with one hand, but has it free to use the Versatile property.
- Magical Armor Enchantments -
Enchanting Armor
The following rules apply when Enchanting Armor with various wondering augments and properties:
- Prerequisites. All Prerequisite Conditions must be satisfied to apply a new Enchantment, as shown when it mentions the Armor Type (Light, Medium, or Heavy) next to the Enchantment name, as well as Enchantment Materials required to enchant it to the Armor.
- Enchantment Capacity. An Armor can hold a maximum amount of Enchantments equal to the +1-3 Property of the Armor. Enchantments of the same name do not stack, such as Magic Items -of Protection. Regardless of the amount of Enchantments an Armor has, Attuning to the Armor only costs a Single Attunement Slot.
Futuristic Base Enchantment
| Cost (c) | Progression |
|---|---|
| 2500 | Nonmagical Shield into a +1 Shield |
| 25000 | +1 Shield into a +2 Shield |
| 50000 | +2 Light Shield into a +3 Light Shield |
| 60000 | +2 Medium Shield into a +3 Medium Shield |
| 80000 | +3 Large Shield into a +3 Large Shield |
| - | — |
| 15000 | Nonmagical Light Armor into +1 Light Armor |
| 30000 | +1 Light Armor into +2 Light Armor |
| 50000 | +2 Light Armor into +3 Light Armor |
| - | — |
| 20000 | Nonmagical Medium Armor into +1 Medium Armor |
| 40000 | +1 Medium Armor into +2 Medium Armor |
| 60000 | +2 Medium Armor into +3 Medium Armor |
| - | — |
| 300000 | Nonmagical Heavy Armor into +1 Heavy Armor |
| 500000 | +1 Heavy Armor into +2 Heavy Armor |
| 1000000 | +2 Heavy Armor into +3 Heavy Armor |
As an Example, a fully purchased +3 Nanoweave Suit costs 105000c (10000 + 15000 + 30000 + 50000).
Average Cost
Note that the Costs for this Document reflect those which would be used for a Drict-run Game. Drict is the creator of this document, assuming that the prices here could be used to represent a High-Magic Campaign or Adventure of D&D, where the party is easily able to fund (and have funds) for Magical Items that are relatively easy to acquire and purchase at a market rate.
These Costs can be variably changed to reflect a different State of Game, such as a higher price for a more low-magic or were magic is rare based campaign, or perhaps the purchase on average is just not possible, and must be sought out as a reward for adventure.
Enchantment Requirement
Enchanting Armor doesn't come as easily as one can expect, as any Enchantment may require the wielder or crafter to find specific resources or to take a task to grant its Armor such benefits. If an enchantment simply costs an amount of money, then it will mention it.
Purchasable Magic Armor Enchantments
| Cost (c) | Name |
|---|---|
| Half Cost of Armor | Adamantine |
| 10000 | Mariner |
| Quarter Cost of Armor | Mithral |
| See Table | Resistance |
| 50000 | Titanium |
| 7500 | Tenacity |
| Half Cost of Armor | Warding |
- Armor Enchantment Properties -
Adamantine
- The Enchantment of Adamantine, Medium or Heavy Armor
- Enchantment Requirement: An amount of Adamantine Metal with value equal to half the original cost of the Armor being enchanted to
- Credit (c) Cost: See above
Any Critical Hit dealt to you becomes a Normal Hit for the purposes of calculating Damage.
Dragonward
- The Enchantment of the Dragonward, Medium or Heavy Armor
- Enchantment Requirement: An amount of Dragon Scales harvested from the Dragon type desired for the Armor
- Credit (c) Cost: N/A
You have Advantage on Saving Throws against the Frightful Presence and Breath Weapons of Dragons, and you have Resistance to one Damage type that is determined by the kind of dragon that provided the scales (see the Dragon Type table).
In addition, as an Action you can focus your senses and magically discern the distance and direction to the closest Dragon within 100 miles of you that is of the same type as the armor. Once you do so, you cannot do so again until you complete a Long Rest.
Dragon Type
| Dragon | Resistance |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Dragon | Resistance |
|---|---|
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Firewalker
- The Enchantment of the Firewalker, Medium or Heavy Armor
- Enchantment Requirement: Powerful Essence collected from a CR 20+ Fire Elemental such as a Noble Efreeti or Primordial Lord
- Credit (c) Cost: N/A
You become immune to Fire damage and can stand on and walk across molten rock as if it were solid ground. You also can understand and speak Primordial.
Invulnerability
- The Enchantment of Invulnerability, Medium or Heavy Armor
- Enchantment Requirement: Powerful Essence collected from a CR 20+ Creature such as a Construct or Archmage---or other Creature capable of 9th-Level Magic
- Credit (c) Cost: N/A
This Enchantment grants the Armor 3 Charges of Invulnerability. When you or a Creature you can see within 30 feet of you takes Damage, you can use your Reaction to expend 1 Charge and reduce the damage the Target takes to 0. If you choose a Creature other than yourself, the Reaction also causes you to teleport to an unoccupied space within 5 feet of them. You regain all Expended Charges upon completing a Long Rest.
Last Stand
- The Enchantment of the Last Stand, Medium, or Heavy Armor
- Enchantment Requirement: An amount of Essence collected from a CR 20+ Celestial or Undead
- Credit (c) Cost: N/A
If you die while wearing the Armor, this Enchantment dispels itself in order to immediately Resurrect you and cause you to regain all Hit Points, as well as restore your Hit Point Maximum if it was reduced. In addition, when you Resurrect, each Creature within 30 feet of you either takes 10d6 Force damage or regains 10d6 Hit Points (your choice). When you deal Damage to a Creature in this way, they take an additional 2d6 Force damage from Attacks you make against them until either of you die.
Mariner
- The Enchantment the Mariner, Light, Medium, or Heavy Armor
- Enchantment Requirement: Magical materials harvested from seaborne Creatures
- Credit (c) Cost: 10000
This Armor grants you the following benefits:
- It grants you a Swimming Speed equal to your Walking Speed and you can breathe and speak Underwater.
- While wearing the Armor, you gain Resistance to Cold Damage and can survive Pressure from being up to 10,000 feet deep underwater.
- Whenever you start your turn Underwater with 0 Hit Points, the Armor causes you to rise 60 feet towards the surface.
Mithral
- The Enchantment of Mithral, Medium or Heavy Armor
- Enchantment Requirement: An amount of Mithral Metal with value equal to One-Quarter the original cost of the Armor being enchanted to
- Credit (c) Cost: See above
This Armor no longer imposes Disadvantage on Dexterity (Stealth) Checks and no longer has a Strength Requirement to wear it.
Resistance
- The Enchantment of Resistance, Light, Medium, or Heavy Armor or Shield
- Enchantment Requirement: An amount of Essence or Material with close ties to the Elemental Resistance desired for the Armor equal with varying values
- Credit (c) Cost: See the Damage Resistances table below
This Armor grants you a Damage Resistance to one of the following Damage types, causing you to take only half Damage from any source of it.
This Enchantment can be applied to an Armor several times, adding another Damage Type---of which cannot be one already acquired---counts as another Enchantment towards the Capacity.
Damage Resistances
| Cost (c) | Damage Type |
|---|---|
| 7500 | Acid |
| 7500 | Cold |
| 10000 | Fire |
| 20000 | Force |
| 10000 | Lightning |
| Cost (c) | Damage Type |
|---|---|
| 15000 | Necrotic |
| 5000 | Poison |
| 20000 | Psychic |
| 15000 | Radiant |
| 7500 | Thunder |
Spellguard
- The Enchantment of the Spellguard, Light, Medium, or Heavy Armor or Shield
- Enchantment Requirement: Powerful Essence collected from a CR 20+ Creature such as any Creature with the Magic Resistance trait or Archmage
- Credit (c) Cost: N/A
This Armor grants you Advantage on Saving Throws against Spells and other Magical Effects, and Spell Attacks have Disadvantage against you.
Titanium
- The Enchantment of Titanium, Medium, or Heavy Armor
- Enchantment Requirement: Powerful Essence collected from a CR 20+ Creature such as a Celestial or Monstrosity (Titan)
- Credit (c) Cost: 50000
When you are subjected to an effect that allows you to make a Strength or Constitution saving throw or take only Half Damage, you instead take no Damage if you succeed on the Saving Throw.
Tenacity
- The Enchantment of Tenacity, Light, Medium, or Heavy Armor
- Enchantment Requirement: Magical materials used in Healing, Vitality, and Stamina Potions
- Credit (c) Cost: 7500
While wearing this Armor, you gain a bonus amount of Hit Dice equal to Twice (2x) the Armor's +1-3 Property.
Tenacious Spirit. When you would drop to 0 Hit Points and be knocked Unconscious, and not killed outright, you can expend 1 Hit Dice in order to drop to 1 Hit Point instead. Once you use this trait, you cannot do so again until you complete a Long Rest.
Warding
- The Enchantment of Warding, Light, Medium, or Heavy Armor
- Enchantment Requirement: An amount of Silver Metal with value equal to half the original cost of the Armor being enchanted to
- Credit (c) Cost: See above
While wearing this Armor, you gain a Bonus to all Saving Throws equal to the Armor's +1-3 Property.
- Shield Enchantments -
Enchanting Shields
The following rules apply when Enchanting Shields with various properties:
- Prerequisites: All Prerequisite Conditions must be satisfied to apply a new Enchantment, as shown when it mentions the Materials required to enchant it to the Shield.
- Single Enchantment Capacity. A Shield can hold only One (1) Enchantment regardless of its +1-3 Property. The Enchantment only confers the benefit if its wielder Attunes to it using a Single Attunement Slot.
Animated Shield
- The Enchantment of Animation, Shield
- Enchantment Requirement: Permanent Transmutation Magic with Components worth 5000gp casted by a Caster capable of 5th-Level Spells
- Credit (c) Cost: See above
As a Bonus Action, you can animate the Shield---which leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animated for 1 minute, until you use a Bonus Action to end this effect, or until you are Incapacitated or Die, at which point the Shield falls to the ground or into your hand if you have one free.
Anti-Ammo
- The Enchantment of Anti-Ammo, Shield
- Enchantment Requirement: An amount of Elemental Air Essence from a CR10+ Air Elemental or Primordial Caster
- Credit (c) Cost: N/A
While wielding this Shield, you gain Resistance to Damage from Ranged Weapon Attacks. Whenever an Attacker makes a Ranged Attack against a Target within 5 feet of you, you can use your Reaction to become the target of all Ranged Attacks instead until the start of your next turn.
Impact Transference
- The Enchantment of the Impact Transference, Shield
- Enchantment Requirement: Permanent Transmutation Magic with Components worth 10000gp casted by a Caster capable of 7th-Level Spells
- Credit (c) Cost: See above
While wielding this Shield, whenever you take Damage or an Attack misses you, you gain 1 Impact Charge. You can hold a maximum of 5 Charges. When you Hit with an Attack using a Melee Weapon, or an Attack with this Shield, you can expend up to the amount of Charges you have to deal additional damage equal to 1d6 Force damage per Charge spent.
Royal Guard
- The Enchantment of the Royal Guard, Shield
- Enchantment Requirement: An amount of Divine Essence from a CR10+ Celestial or Construct
- Credit (c) Cost: N/A
While wielding this Shield, when an Ally that you can see within 30 feet of you takes Damage, you can teleport to an Unoccupied Space within 5 feet of them and take the Damage dealt instead.
Shockwave
- The Enchantment of Shockwave, Shield
- Enchantment Requirement: An amount of Chaotic Essence from a CR10+ Elemental
- Credit (c) Cost: N/A
This Enchantment grants the Shield 3 Charges of Shockwave. When a Melee Attack Hits you, you can use your Reaction to expend 1 Charge and release a Shockwave. The Shockwave forces the Attacker to Reroll, potentially turning a Hit into a Miss. Regardless of Hitting or Missing, all Creatures of your choice within 15 feet of you must succeed on a Constitution Saving Throw or take 3d8 Thunder damage, or half as much damage on a successful save. You regain all Expended Charges upon completing a Long Rest.
Strike Reflection
- The Enchantment of Strike Reflection, Shield
- Enchantment Requirement: An amount of Chaotic Essence from a CR10+ Elemental or Construct
- Credit (c) Cost: N/A
This Enchantment grants the Shield 3 Charges of Strike Reflection. When an Attack within 60 feet of you misses you, you can use your Reaction to expend 1 Charge and cause the Attacker to reroll the Attack against themselves. You regain all Expended Charges upon completing a Long Rest.
Warning
- The Enchantment of Warning, Shield
- Enchantment Requirement: Permanent Abjuration Magic with Components worth 500gp casted by a Caster capable of 3rd-Level Spells
- Credit (c) Cost: See above
While this Shield is on your person, you gain Advantage on Initiative Rolls and Wisdom (Perception) Checks. In addition, you and any of your Allies within 30 feet of you can't be Surprised, except when Incapacitated by something other than nonmagical sleep. The Shield magically wakens you and your companions within range if any of you are sleeping naturally when combat begins.
- Power Armor Enchantments -
Power Armor Enchantments
Power Armor Enchantments follow the same rules for Enchanting Armor as read above, with the following differences:
- Core Charge. All Properties and Features granted from Power Armor Enchantments remain active so long as the Armor is on and you are wearing it. However some special Features can only be activated via using Charges from the Power Armor's Core. A Property that uses Charges will mention 'Charge' as well as the number of Charges you must spend in order to activate it (example 5 Charges). The Maximum amount of Charges a Core has, and can Recharge is dependent on its Core Type (see the Core Types Table).
- Power. Power Armor's magic is capable of working even while within an Antimagic Field and all Enchantments placed on the Armor also remain active. To be considered Power Armor as a Prerequisite for the following Enchantments, it must have the Power Property in its description.
- Save DC. If an Enchantment requires Creatures to make Saving Throws against it, the Save DC equals 8 + your Strength Modifier + your Proficiency Bonus + the Armor's +1-3 Bonus.
Heronnar Power Armor and Core
The Hero Core comes pre-installed into the Heronnar Power Armor, and thus costs 0 Credits. Other Power Armor types are typically named after the Core pre-installed into the Armor.
Core Types
| Cost (c) | Name | Max Charges | Recharge (LR) | Recharge (SR) |
|---|---|---|---|---|
| 0 | Hero Core | 10 | 10 | 0 |
| 25000 | T-Alpha Core | 20 | 2d10 | 2 |
| 20000 | F-Edron Core | 7 | 1d6 + 1 | 1d6 |
Power Armor Enchantments
| Cost (c) | Name |
|---|---|
| 500000 | G-Neutralizer |
| 10000+ | Heads-Up Display |
| 25000 | Jump Jets |
| 75000 | Magnetronized Limbs |
| 50000 | Meteoric Jets |
| 15000 | Mighty Frame |
| 15000 | Mounted Weapons |
| 50000 | Storm Batteries |
| 40000 | Thunderous Frame |
| 40000 | Vanguard Barrier System |
| 75000 | Whisper Camouflage |
- P-Armor Enchantment Properties -
G-Neutralizer
- Credit (c) Cost: 500000
You gain a Flying (Hover) Speed equal to your Walking Speed. You also gain the following traits:
- Your Movement is unaffected by all Difficult Terrain (magical and nonmagical).
- You are immune to negative effects from being in a Zero-Gravity Environment.
- You cannot be knocked Prone against your will.
- If an Effect forces you to move against your will, you can use your Reaction to reduce the distance you are moved by up to 50 feet.
- You become immune to Falling and Collision Damage.
- You can choose to become Weightless (no action required) or incrase your Weight up to tenfold. You can also choose to be affected by Gravity.
Heads-Up Display (HUD)
- Credit (c) Cost: 10000
You gain the following traits while the display is active, which can be switched on and off as a bonus action:
- You can view your current Statistics, such as HP, currently availability of features or spell slots, and information on equipment such as Ammunition for weapons or Charges for magic items. It also displays information on your surrounding environment, such as toxic or magical effects (within 1000 feet), and weather (within 10 miles).
- Active TPS (Topological Positioning System). Your sensors constantly update and track locations and the details of the environment up to 1000 feet around you. While linked to similar military software, you know the locations of ally creatures and potential enemy creatures in relation to you. Not every location in the multiverse is mapped or have a grounded constant location, so this system may lack or fail depending on the GM's say and concurrent environment (such as the Plane of Chaos with ever-changing ground, or the Far Realm that is utterly incomprehensible).
- Motion Tracker. You sense and know the direct place and direction of a moving creature, unless the creature successfully hides from you / makes an effort to move slowly.
- Zoom Function. You can see up to 10 miles with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and can make out fine details of even extremely distant creatures and objects as small as 1 foot across.
- Recognition Software (5000c Upgrade, Requires Information). You gain advantage on Intelligence (Arcana, History, & Investigation) and Wisdom (Medicine) checks to recognize creatures & their identities, find physical oddities or mutations, locate wound origins or causes, and identify spells. Information commonly comes in the form of general knowledge you can collect from the Ethernet, but you can link a direct source such as a Police Department to find known criminals, and so on and so forth which requires a Contact or Membership with such an organization that has such Information.
- Hyper-Darkvision (10000c Upgrade). You have unlimited darkvision. Additionally, Dim Light doesn't impose disadvantage on your Wisdom (Perception) checks.
- Aim Targeting Software (10000c Upgrade, 1 Charge). As a Bonus Action, you can mark a Target you can see and gain a +1 to Ranged Attack Rolls made against them for 1 minute.
Jump Jets
- Credit (c) Cost: 25000
Your Armor is equipped with a series of arcane thrusters, usually equipped to the shoulders, arms, and legs. The thrusters can be activated in the following ways:
- Jet Burst (1 Charge). As a Bonus Action, you can Quintuple (5x) your Jumping Distance for the next Jump you make on your turn.
- Jet Boosters (3 Charges). As a Bonus Action, you can activate the boosters and gain a Flying Speed of 20 feet for 1 minute.
- Jet Descent (2 Charges). As a Reaction when you're falling, you can quick-burn your jets before you hit the ground, taking no Fall Damage and landing on your feet.
Magnetronized Limbs
- Credit (c) Cost: 75000
Magnetronized Grasp. You cannot be forcefully disarmed with weapons or items you wield, granted if they are made from magnetic material. Any attempts to remove said item while you are incapacitated, can either be done through a DC 30 Strength (Athletics) check or a hacker could attempt to disable the system that activates this feature against making any appropriate check against DC 20. A spell that negates magnetron magic, can possibly allow the wielded item to be disarmed.
Metallic Attraction & Repulsion. You can activate, de-activate, or change the trait of this feature as a Bonus Action.
- Attraction (1 Charge). You can gain the Magnetized condition, except that you aren't restrained within the Power Armor.
- Repulsion (1 Charge). Weapon Attacks against you have Disadvantage if they are made of metallic materials. You can collect ammunition directed at you from attacks that miss you. As a Reaction against a Ranged Weapon Attack that misses you from this trait, you can spend 1 Charge to force the creature to make a new Attack Roll against a target of your choice within 60 feet of you that you can see. If the Creature makes multiple attacks against you within the same turn you spent the Reaction, you can continue to choose targets in this way as part of the same Reaction.
Meteoric Jets
- Credit (c) Cost: 50000
Your Armor is equipped with powerful thrusters conditioned with exhausts and afterburners. If that wasn't enough, in order to shoulder the brunt of collisions, your armor plates is also reinforced with E.R.A. (Explosive Reactive Armor) which fully maximizes and redistributes impact. You gain the following traits:
Auto-Jets. Whenever you take the Dash Action, exhausts propel your Armor, allowing you to Fly instead of Walking / Running. You also have Resistance to Falling and Collision Damage.
Comet Charge (1 Charge). If you move at least 20 feet straight towards a target and then hit it with a Melee Weapon Attack on the same turn, the target takes an extra 3d6 Damage of the Weapon's type, and you can force it to make a Strength saving throw (DC = 8 + your Strength modifier + your Proficiency Bonus + the +1-3 Bonus of the Armor) and if it fails, either a) is knocked Prone or b) pushed up to 20 feet away.
Terrestrial Tackle (2 Charges). As an Action, you can move up to your Movement Speed in a Straight Line and can move through the space of any Creature of any size. The first time you enter a Creature's Space during that turn, it must succeed on a Strength saving throw or Dexterity saving throw (its choice) or be pushed ahead of you for the rest of your movement. If a Creature fails the save by 5 or more, it is also knocked Prone. Additionally on a failed save, the Creature takes 1d6 Bludgeoning damage per 10 feet of movement you moved on your turn.
Meteor Drop (2 Charges). In order to activate this ability, you must have taken the Dash Action. At any point from moving at least 20 feet or more on your turn, you can choose to end your Movement for the turn and be unable to move yourself until the start of your next turn (but can still be pushed, shoved, or teleported). When you do so, you transfer the momentum of your Dash and release a shockwave of energy, all creatures within 10 feet of you must succeed on a Strength saving throw or take 1d6 Bludgeoning damage per 10 feet you moved during your prior movement. Additionally, on a failed save a Creature is also knocked Prone. On a successful save, a Creature takes half as much damage and isn't knocked Prone.
Mighty Frame
- Credit (c) Cost: 15000
Your Armor always grants you the benefits of the Enhance Ability Spell, specifically the enhancement: Bull's Strength which grants you Advantage on all Strength checks and doubled carrying capacity. Your carrying Capacity also becomes your Strength score multiplied by 50, which is the weight (in pounds) that you can carry.
Mounted Weapons
- Credit (c) Cost: 15000
Your Armor has been equipped with an add-on Weapon System, typically placed on the shoulder, back, forward chest, or head. Atypical placements include the crotch, armpits, breasts, feet, mouth, and elbow. A specific weapon can be paired for aesthetic, and be considered only one weapon such as a pair of missile launchers on both shoulders.
Any specific Weapon counts towards one Enchantment, and you can take this Enchantment multiple times to mount separate Weapons. When choosing a Mounted Weapon to Activate (see Activate Weapon below), you only choose one, regardless of the amount of Weapons mounted. You cannot Activate the Weapon if you are under half your Hit Point Maximum, as systems in your Power Armor become too damaged to function properly.
Mounted Weapons can be used interchangeably with the Attack Action as if they were equipped by you.
Activate Weapon (1 Charge). A Mounted Weapon uses the same Statistics, To-Hit, and Damage Modifiers as if it was a Weapon you had Equipped, however it has a +1-3 Bonus equal to that of the Armor. Any other Special Properties of the Weapon remain the same at the time it was mounted for the Enchantment's purposes. You can only Activate the Weapon when you take the Attack Action on your turn, and can make it between or before other Attacks as part of Multiattack. You can only use this trait a number of times equal to your Proficiency Bonus, and must complete a Short or Long Rest to regain all uses.
Storm Batteries
- Credit (c) Cost: 50000
Your armor has been equipped with energy-conductive material, as well as a myriad of inner-safety rubber paddings. You gain the following traits:
Faraday Shield. You gain Resistance to Lightning damage. At the cost of 5 Charges, you can activate the Faraday Shield and become immune to Lightning damage for 1 hour. For this duration, all source of Radio activity is also nullified within 50 feet of you.
Static Amp (2 Charges). As a Bonus Action, you can amplify energy coursing through your armor, making it shock to the touch. For 1 minute, whenever a creature touches you or hits you with a Melee Attack, they immediately take 1d10 Lightning damage. If a Creature maintains contact with you during this time, via touch or Grappling, they take this damage at the start of each of your Turns.
Levin Ring (5 Charges). As an Action, you can conjure a ring of lightning to spin around you, out to a distance of a 10-foot radius around you. This ring quickly spins and pulses from you, and each Creature in the area's space, or if you move and catch a Creature in the space once during your turn, it must immediately make a Constitution saving throw or take 5d10 Lightning damage. Once you use this trait, you cannot do so again until you complete a Long Rest.
Thunderous Frame
- Credit (c) Cost: 40000
Thunderous Frame is a variant of Mighty Frame that uses pneumatic pressurized power to enhance the user's strength in bursts. Whenever a Charge is spent on one of Thunderous Frame's traits, it is represented by a Charge Dice---a 1d8. Whenever you spend Charge Dice, you take damage equal to the result you rolled, and apply Armor Reduction before calculating the total damage, representing the dangerous power of the motors.
Athletic Compress (1-4 Charges). When you make a Strength (Athletics) Check, you can expend one to four Charges and add the result of the highest rolled Charge Dice to the check.
Burst Speed (1-4 Charges). When you move, you can expend up to one to four Charges to move an additional amount equal to 5 x the result of all dice.
Thunder Slam (1-4 Charges). When you hit a Target with an Weapon Attack, you can expend up to one to four Charges to deal additional damage to the target, which is considered the weapon's damage or Thunder damage (your choice).
Vanguard Barrier System
- Credit (c) Cost: 40000
Your Armor is equipped with a Barrier Emitter System, type-Vanguard. A Protective Field covers you and grants you Half-Cover against Ranged Attacks. The Barrier Emitter can be used in the additional protective ways:
Defensive Field (1-5 Charge). As a Bonus Action, you or one Creature of your choice within the Barrier gains 1d10 + 2 Temporary Hit Points per Charge spent.
Emit Barrier (2 Charges). As a Bonus Action, you extend the Protective Field out to a distance of up to 30 feet. The Field grants Half-Cover to all Creatures inside the Barrier against Ranged Attacks made from outside the Barrier. The Barrier also provides atmosphere and removes gases or poisons. Extending or shortening the size of the Barrier costs a Bonus Action while it is active. The Barrier lasts for up to 10 minutes and can be disabled early as a Bonus Action.
Vanguard Barrier (2 Charges). As a Reaction when you and Creatures within the Barrier take Damage, you can roll 2d10 and reduce the Damage taken by the total rolled.
Whisper Camouflage
- Credit (c) Cost: 75000
Your Armor is so silently padded, no sound is made by it due to a film-like magical field of silence surrounding it, which can be de-activated as a Bonus Action. Due to this, the Power Armor's -10 penalty to Dexterity (Stealth) checks is negated, and you gain Advantage on all Dexterity (Stealth) checks.
You can innately cast a modified version of the Silent Image spell through the armor, which cast in this way can affect your armor and everything within 15 feet of you.