Clockwork Armor (5e Equipment)

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Armor (half plate, plate, or scale mail), very rare (requires attunement)

This magical armor appears to be made out of brass and bronze, and comes with many additional parts including cogs, bolts, and pistons.

The armor has 5 charges. While wearing this armor, you can expend some of its charges to use one of the features below:

Accelerated Armor. You can expend 1 charge to take the Dash action as a bonus action. If you do so, your jumping distance is tripled until the end of the turn.

Augmented Strength. When you make a Strength (Athletics) check or a Strength saving throw, you can expend 2 charges to gain advantage of the roll.

Hidden Arsenal. As a bonus action, you can expend 1 charge to produce one of the following weapons in one of your empty hand, craftily hidden in the armor: a club, a dagger, or a sickle. The weapon is magical, and cannot be thrown or removed from your hand while produced. As a bonus action, you can replace the produced weapon with another one from the list above or sheathe the weapon back into the armor.

Piston-Propelled Punch. When you hit a creature with an unarmed strike, you can expend 1 charge to deal an additional 1d10 bludgeoning damage with the attack.

The armor regains 1d4+1 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the armor's power source is completely depleted, becoming a nonmagical armor.

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