Living Plate (5e Race)

From D&D Wiki

Jump to: navigation, search
Work In Progress

Living Plate[edit]

It didn't take long for Kalcon to realize that having a mighty axe wasn't necessarily better than having a suit of armor. In eighteen years as a gladiator in the Petrified Arena, he never faced a warrior like this: fully armored but completely unarmed. Most challengers in plate put too much faith in the metal, and the fight ends in a rolling head. This one wears armor like they were born in it. He feels a flash of metal knuckles for every laboring swing, and is forced to fight reactively. He finds the moment: that swift, clean signature decapitation the crowd goes wild for. His axe crashes through chain and padding, but he feels not the familiar crunch of bone. He is bewildered, then horrified to see: he faces no man but the armor alone; empty, cold, and unfaltering.

Physical Description[edit]

WIP

History[edit]

WIP

Society[edit]

WIP

Living Plate Names[edit]

WIP

Living Plate Traits[edit]

Sentient suits of full plate armor.
Ability Score Increase. Your Constitution score increases by 2 and one ability score of your choice increases by 1.
Age. Most living plates are WIP or younger. Their maximum lifespan is unknown, but they show no sign of deterioration due to age. You are immune to magical aging effects.
Alignment. WIP
Size. Living plates are typically between 5 and 6 feet tall and weigh about 65 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. Lacking any form of buoyancy, you cannot ever have a swimming speed unless it is granted by a magical source. Otherwise, you sink and can walk along the floor of bodies of liquid, which is difficult terrain.
Blindsight. You can perceive your surroundings without relying on sight within a specific radius. You have a blindsight range of 60 feet, but are blind beyond this radius.
Hollow Construct. Your creature type is Construct. You cannot eat, drink, breathe, sleep, or be forced to sleep by any means. Instead of sleeping, you must spend at least six hours in an inactive, motionless state. In this state, you appear inert but remain aware of your surroundings. You regain 2d6 hit points when you are the target of a successful mending spell.
Naturally Armor. You are a suit of full plate armor. Your AC is 18, but you have disadvantage on Dexterity (Stealth) checks. You receive the benefits of whatever armor your soul inhabits but you cannot wear other armor and you are never considered to be "wearing armor." You can perform an attunement ritual over the course of 1 hour to transfer your soul and consciousness to another unoccupied suit of plate armor that remains within 5 feet of you for the duration of the ritual. You can also perform this ritual to replace your boots, gloves, or helm with a magical alternative.
Forged Resilience. Living plates are made to take a beating, just like any other. You receive the following benefits:
- You are immune to poison damage and being poisoned, diseased, or petrified.
- You have resistance to cold, fire, and lightning damage.
- Whenever you take bludgeoning, piercing, or slashing damage, you can use a reaction to expend one of your Hit Dice. Roll the die and reduce the damage taken by an amount equal to the number rolled plus your Constitution modifier, to a minimum of 0 damage.
- You can cast mending targeting only yourself without any components. You can cast mending in this way even if you are incapacitated for any reason.
- Your hit point maximum at 1st level and any permanent increase to your maximum hit points is doubled. Whenever your hit point total is less than or equal to half your hit point maximum, you fall unconscious. When your hit points fall to 0, you die outright.
Fists of Steel. When you make an unarmed strike, it deals bludgeoning damage equal to 1d4 + your Strength modifier. If the armor you inhabit is magical, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Weakness to Thunder. Whenever you take any amount of thunder damage, you must succeed on a Constitution saving throw or be stunned until the beginning of your next turn. The DC equals 10 or half the damage you take, whichever number is higher.
Languages. You can speak, read, and write Common and one other language of your choice.


0.00
(0 votes)

Back to Main Page5e HomebrewRaces

Home of user-generated,
homebrew pages!


Advertisements: