Chozo Power Armor (5e Equipment)

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Chozo Power Armor[edit]

Heavy Armor
Rarity Armor Class (AC) Strength Stealth Weight
Legendary 18 15 - 198 lb.
The Varia Suit form of the Chozo Power Armor, as worn by its original owner.

The Chozo Power Armor is from the Metroid series. When using this armor, the user can not hold a shield, or wield any weapon. As the face shield cannot be retracted, spells using a verbal component cannot be cast while in the armor.

The suit of armor came from the sky and landed harshly. The suit's original occupant was lost to the ages, but components of their armor were scattered throughout the land.

Hand Cannon: The armor has a built-in arm cannon. Any creature proficient with heavy armor and ranged weapons is proficient with the cannon. The cannon's standard beam, the Power Beam, has a 60/240 ft. range and deals 1d8 + your Dexterity modifier force damage. There are 4 magical power cells that can be found, each one increasing the base damage of the Hand Cannon by 1d8 until the final cell is collected. Once all 4 cells have been found, the Hand Cannon achieves 'Full Power' and deals 5d10 + Dexterity force damage.

Energy Shield: When activated, you gain 5 temporary hit points for 1d4 hours. This increases to 10 temporary hit points when you find the first power cell, 20 temporary hit points when you find the 2nd cell, 30 temporary hit points at when you find the 3rd cell and 40 temporary hit points when you find the 4th cell. The shield can be reactivated at dawn.

Morph Ball: As a bonus action, your suit can transform itself and the wearer into a spherical object called a Morph Ball, or back into the wearer's proper form. This changes your size to Tiny, gives all attacks against you disadvantage, and increases your speed by 10 feet. However, while in morph ball mode, you cannot attack with the hand cannon.

Suit of Many Wonders: The Chozo Power Armor can equip various attachments to enhance it. These attachments may be bought or found, but they do not come with the suit.

  • Screw Attack: You must be level 15 to apply this modification. As a reaction, you can attack a creature that failed a melee attack against you. You somersault at them and make a melee weapon attack. On a hit, the target takes 6d6 fire damage. You regain use of this at dawn.
  • Ice Beam: Can be activated on a bonus action, you must have 1 additional power cell to apply this modification. Your hand cannon does an extra 1d8 cold damage for 1d2 hours. You regain use of this at dawn.
  • Wave Beam: Can be activated on a bonus action, you must have 1 additional power cell to apply this modification. Your hand cannon does an extra 1d8 lightning damage and ignores cover for 1d2 hours. You regain this at dawn.
  • Spazer Beam: Can be activated on a bonus action, you must have 2 additional power cells to apply this modification. While active, an attack made with your hand cannon can target up to two additional creatures as long as they are within 5 feet of the original target. This lasts for 1d2 hours, and you regain usage of this at dawn.
  • Plasma Beam: Can be activated on a bonus action, you must have 3 additional power cells to apply this modification. Your hand cannon does an extra 1d10 fire damage for 1d4 hours, however it reduces your range to 30/120 ft. You regain use of this at dawn.
  • Varia Suit: Can be activated on a bonus action, you must have 2 additional power cells to apply this modification. While you wear the Varia Suit, you gain resistance to fire and cold damage for 1d6 hours. You regain use of this at dawn.
  • Gravity Suit: Can be activated on a bonus action, you must have 3 additional power cells to apply this modification. While you wear the Gravity Suit, you are able to walk through liquid substances as if they were air for 1d6 hours. You regain use of this at dawn.
  • Speed Booster: You must have 2 additional power cells to apply this modification. If you move 10 feet in one direction, your speed is tripled for the rest of your turn, as long as you continue moving in the same direction.
  • Missiles: The Chozo Power Armor also holds up to 10 missiles. Each missile deals 3d6 + your Dexterity modifier piercing damage plus 3d6 fire damage. A fired missile can also destroy certain weakened structures that a morph ball bomb cannot. You regain 1d4+1 spent missiles each dawn.
  • Morph Bombs: While in morph ball state, you can use an action to plant a very small explosive in the same spot as the ball. Any creature within 10 ft. of the resulting explosion takes 1d8 force damage and 1d4 lightning damage. If the morph ball remains atop the explosive, it is propelled 10 feet into the air. The explosion is also able to destroy certain weakened minerals. The wearer of the Power Armor is immune to the Morph Ball's explosives regardless of form.
  • Grapple Beam: The grapple beam provides the use of a 100 ft. electrical tether cable for several functions. Using any of them requires the use of your hand cannon, preventing the use of beam weapons. Applicable functions are shown below:
    • Grapple Lasso: You must have 1 additional power cell to apply this modification. As a bonus action, you can fire the beam at certain objects, allowing you to yank them with ease. Yanking objects requires a Strength check from the wearer of the armor. Most creatures cannot be yanked.
    • Grapple Swing: You must have 2 additional power cells to apply this modification. As a bonus action, you can fire the beam at a viable tether point, such as a hanging pole. The beam then acts as a rope to swing from.
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