Chozo Power Armor (5e Equipment)

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Armor(special), Legendary

Chozo Power Armor is from the Metroid series. This armor has an AC of 18, is heavy futuristic armor, requires 14 Strength to wear, and weighs 198 lbs. 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 armor came from the sky and landed harshly. The original occupant was lost to the ages, but components of the 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 deals 1d8 + your Dexterity modifier radiant damage. There are 4 magical cells of power that can be found, each one increasing the base damage of the Hand Cannon by 1d8 until the final cell. Once all 4 cells have been found, the Hand Cannon achieves 'Full Power' and becomes 5d10 + Dexterity radiant.

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 magical cell, 20 temporary hit points when you find the 2nd magical cell, and 30 temporary hit points at when you find the 3rd magical cell and 40 temporary hit points when you find the 4th magical cell. Use of the feature is regained at dawn.

Morph Ball As a bonus action, the suit can turn into a morph ball. This changes your size to Tiny, gives all attacks on you disadvantage, and increases your speed by 10 feet. Additionally, in morph ball mode, you cannot attack with hand cannon.

Suit of many wonders Hand cannon can have various attachments to enhance it. These attachment may be bought or found, but do not come with the suit.

  • The 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 magic cell to apply this modification. 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 magic cell to apply this modification. Hand cannon does an extra 1d8 lightning damage for 1d2 hours. You regain this at dawn.
  • Plasma beam: Can be activated on a bonus action, you must have 3 additional magic cells to apply this modification. Hand cannon does an extra 1d10 fire damage for 1d4 hours. You regain use of this at dawn.
  • Varia Suit: Can be activated on a bonus action, you must have 2 additional magic cell to apply this modification. When you wearing this armor, you gain resistance to fire and cold damage for 1d6 hours. You regain use of this at dawn.
  • Speed booster: You must have 2 additional magic cell 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:Chozo Power Armor also holds up to 10 missiles. Each missile deals 3d6 + your Dexterity modifier piercing damage plus 3d6 fire damage. You regain 1d4+1 spent missiles each dawn.

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