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#### Power suit *Armor (plate), (requires attunement)* ___ When unattuned, The Power Suit appears to be a small medallion with an S engraved on it. (Picture on cover) If you are attuned to the Power Suit, you may activate the medallion using a bonus action, causing it to form the Power Suit around you. There is no Strength requirement to wear the Power Suit, the weight does not affect your carrying capacity, and you are proficient with it. While wearing the armor, you may summon a cannon over your right arm as a bonus action. You must have the cannon summoned to use the Arm Cannon feature. ___ **Versions.** There are several versions of the Power Suit, each more powerful than the last. The DM decides which version you get. Each version gives you different benefits. You gain the benefits of your version of the armor and the benefits of all previous versions. ___ *Basic Power Suit:* Arm Cannon: You may use an action to fire a bolt of energy from your arm cannon. Make a ranged attack on the target. On a hit, the target takes 2d6 radiant damage. The energy bolt is not considered a projectile. Missiles: You have 5 missiles that you can shoot from your arm cannon. Make a ranged attack, on a hit, the missile explodes, dealing 2d8 fire damage. You regain all expended missiles once you complete a short rest Wall Jump: If you jump onto a wall, you may jump again without using an action. The jump counts as a running jump instead of a standing jump. You may use this feature again if your jump lands you on another wall. Spider Magnet: You gain a climb speed of 15 feet Charge beam: You may use a bonus action to increase the damage of your arm cannon by 1d6 for the next time you use it. This effect can stack. Phantom cloak: You may use a bonus action to become invisible. You can only be invisible for a total of 10 minutes per short rest.
*Varia Suit:* Plasma beam: Your arm cannon deals 3d6 radiant damage Super Missiles: You have 10 missiles, and they do 3d8 fire damage Flash Shift: During your turn, you may teleport 10 feet in one direction up to 3 times. You do not need to use an action to do so, it does not cost movement, and does not provoke opportunity attacks Spin Boost: You may jump once in midair without using an action Shinespark: Your movement speed increases by 20 feet. If you have been moving in any direction for more than 30 feet, you gain the ability to move through the space of opponents that are your size or smaller. If you do so, they take 4d6 force damage, and are pushed 5 feet either left or right (your choice)
*Gravity Suit:* Wave Beam: Your arm cannon deals 4d6 radiant damage, and can pass through any form of cover. Storm Missile: You have 20 missiles, and you can shoot 5 at a time. They automatically hit, but they all have to have different targets Space Jump: You can jump unlimited times in midair, but after 5 jumps, it will start costing movement. Screw Attack: anybody within 5 feet of you at any point of one of your jumps takes 2d6 radiant damage.
*Metroid Suit:* (This version is the gravity suit, but you may transform to the metroid suit for 5 minutes once per long rest) Hyper Beam: You shoot a 5 by 5 cone out of your arm cannon that travels 20 feet. Any creature in the cone takes 10d6 radiant damage Ultra Armor: You are immune to damage Deathly Aura: If a creature makes a succesful attack on you or if you move through another creature's space, the creature takes 5d6 radiant damage
(credits on next page) \pagebreakNum > ##### Credits > Made by Pixelpwer42 (me) > Art by Raven > Made with GM binder