- Formatting issues? View pdf version here. Warclad A mysterious warrior suited in an otherworldly set of armor stands before a horde of oncoming goblins and hobgoblins. Stepping over the corpse of a bugbear, the magic within the armor begins repairing its cracks and fractures. The warrior gains unnatural speed and leaps over the front rank of goblins into the fray. The warrior slips once in the midst of combat, but the armor catches him and sets him back on his warpath. A human mage weaves between the diving griffons, her armor propelling her through the sky with magical force. She knocks two griffons out of the sky with one fireball and proceeds to advance on the griffon leading the pack. Her quarry is the halfling rider, who turns around and responds with a crossbow bolt that glances off her armor. She continues advancing as she activates a sigil on her armor, readying a barrage of magic missiles. Knowing battle is only a day or so away, a dwarf saunters over to his armor and begins making adjustments. He removes the large shielded plate attached to the pauldron and replaces it with a mounted crossbow. That should keep the buggers at bay, he thinks to himself. After securing the crossbow to the armor, he takes out another toolkit, and begins to fashion a battering ram. Once it’s done, it will be far too heavy for him to use effectively. But while in the armor, he’ll be able to swing it around like a club. These warclad are individuals who have either created or found a set of armor imbued with magic powers. These armors augment or enhance their abilities while helping defend them in combat. Whether skilled craftsmen or adventurers stumbling upon this newfound source of power, warclad are veritable tanks on the battlefield, shrugging off attacks and defending allies, while also being relentless attackers. Warclad are few and far between, but their presence is profoundly felt when they enter the fray. Adaptive Armor Though warclad derive much of their power from their armor, they are by no means bound by the armor’s nature. Since the armor functions to enhance their abilities, these abilities can range anywhere from martial combat, to spellcasting, to even stealthy infiltration. A warclad still has abilities outside of the armor, but does not have access to most of their abilities when not in harness. Most warclad armor can also be modified and adjusted to better fit the wielder’s needs. 1

The Warclad Level Proficiency Bonus Features Power Dice 1st +2 Warclad Armor, Protection Protocol — 2nd +2 Power Core, Upgrade (1) 2 d4s 3rd +2 Combat Chassis 2 d4s 4th +2 Ability Score Improvement 3 d4s 5th +3 Extra Attack 3 d6s 6th +3 Combat Chassis feature 3 d6s 7th +3 Additional Upgrade Slot (2) 4 d6s 8th +3 Ability Score Improvement 4 d6s 9th +4 Siege Engineer 4 d8s 10th +4 Combat Chassis feature 5 d8s 11th +4 Defend 5 d8s 12th +4 Ability Score Improvement 5 d8s 13th +5 Additional Upgrade Slot (3) 6 d10s 14th +5 Combat Chassis feature 6 d10s 15th +5 Quick Use 6 d10s 16th +5 Ability Score Improvement 7 d10s 17th +6 Additional Upgrade Slot (4) 7 d12s 18th +6 Combat Chassis Feature 7 d12s 19th +6 Ability Score Improvement 8 d12s 20th +6 Invincible 8 d12s Newfound Craftsmen Though some have created their armor, many have either stumbled upon it or have had it gifted or passed on down to them. Thus, many warclad must take on skills of crafting in order to make adjustments in the field to tailor to their environment. These skills can be carried over from creating the armor, or developed over time as the armor has been in their possession. These skills are the foundation of what makes a warclad useful in non-combat scenarios. Tinkering, smithing, disarming traps, and building fortifications, most warclad are skilled engineers who are not only stalwart bastions for their companions in battle, but resourceful problem-solvers who find unorthodox solutions to the many dangers of adventuring. Other Class Information Other details of the warclad that aren't listed elsewhere can be found here. Multiclassing Prerequisite: Strength 13 Multiclassing Proficiencies Gained: All armor, all weapons, smith's tools Starting Wealth: 3d4 x 10 gp Creating a Warclad As you create a warclad character, take into account the origins of their armor. Was it found abandoned in a dungeon in early adventuring days? Was it a gift from a craftsman for doing a great favor? Is the armor a required harness for an organization? Is it an inherited set passed down from generation to generation? Your character’s relationship with their armor should help define how they use it and what skills they might have because of it. It’s also important to think about what your warclad’s history before they came into contact with their armor. Warclad can come from any number of background, and thus any number of character can come from the Warclad class. The armor can be noble inheritance, part of a now-slain pirate lord’s hoard, or given as a prerequisite for an elite group of soldiers. Though a warclad’s armor is a pivotal part to their character, it doesn’t mean it defines them, so make sure your warclad is fully realized even without the armor. Quick Build You can make a warclad quickly by following these suggestions. First, Strength should be your highest ability score, in order to wear this class's signature heavy armors. Your next highest score should be Intelligence if you intend to construct the Iron Mage combat chassis, or Constitution if you do not. Second, select either the soldier or guild artisan background. Class Features As a warclad, you gain the following class features. Hit Points Hit Dice: 1d8 per warclad level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per warclad level after 1st Proficiencies Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Tools: Smith's tools, one other tool of choice Saving Throws: Constitution, Intelligence

Skills: Choose two skills from Athletics, Acrobatics, Stealth, Investigation, Insight, Survival, Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) a light crossbow and 20 bolts or (b) five javelins

(a) burglar's pack or (b) explorer's pack

Smith's tools and one other tool of choice Treatise of the Thousand Plates A compendium of extra content for the warclad exists in separate document. More in-depth roleplaying options and five additional subclasses are included. One additional subclass, the Injector, is available here. 2

Warclad Armor You have your set of magical warclad armor, and a set of smith's tools to help maintain your armor. The description of the armor is up to you and/or your DM, but most are comprised of strange exotic materials and laced with magical symbols. Armor. Your armor is a heavy armor that imposes disadvantage on Dexterity (Stealth) checks, weighs at least 50 lbs., and requires no Strength requirement for you to wear. It grants the wearer an Armor Class of 16. It is a magical item, but is immune to dispelling effects such as dispel magic and antimagic field. No creature besides yourself has proficiency in your armor. Smith's Tools. Your smith's tools can be used to modify and upkeep your armor. Their purpose for a warclad ranges from traditional maintenance, to engraving magical markings to imbue your armor with power. You can use these tools to create a new set of armor should your armor be destroyed or you find a better set of armor to replace it. Creating New Armor. As a base for creating a new warclad set, you can use any set of heavy armor. Doing so renders your previous warclad armor inert of any warclad-specific abilities. Creating this new armor requires your smith's tools and eight total hours of labor. Once complete, the armor retains its original traits (such as AC, or magical effects) but also gains your special warclad features. The new armor also retains its Strength requirement. Other armor items like helmets and bracers can be incorporated into the armor in a similar fashion. You cannot have more than one warclad armor made at a time. Acquiring New Armor Many adventurers gain special loot and gear as they level up and explore. Though already in possession of a magical set of armor, warclad can still benefit from acquiring new sets. The ability to create and repurpose other sets of armor allows the warclad to utilize other powerful or magical armors that they might find during their adventures, or should their original armor be destroyed. Protection Protocol Once your warclad armor is bound to you, it is given a protocol to protect you at all costs, even when doing so damages itself. Armor Hit Points. Your armor has hit points equal to half the hit points gained from your warclad class, rounded down. Repairing Armor. You can restore hit points to your warclad armor by using your smithing tools. Repairing your armor for a total of 10 minutes during a short rest can restore the armor's hit points back to half its maximum, but no more. A total of 2 hours of repair during the course of a long rest restores it to its hit point maximum. Transferring Damage. When taking damage from any source, you can choose to transfer any amount of that damage to your armor, subtracting damage from your armor’s hit points rather than your own. If any amount of damage reduces your armor to 0 hit points, the excess damage is inflicted upon you. If the armor is reduced to 0 hit points, it still functions as normal, it just loses the ability to take damage. Power Core Starting at 2nd level, you begin to unlock the power source at the core of your armor's magical nature. While wearing your armor, you gain access to your armor's magical power source, represented by a special pool of dice known as power dice. You start with two of them, both of them being d4s. You use power dice for multiple warclad features. When you use a power die, it is expended. You gain additional power dice, and the die itself increases at higher levels, shown on the warclad class table. You regain all expended power dice upon completing a short or long rest, but for a short rest you must forgo repairing your armor to do so. Many features, will require you to roll the dice when you expend them, but a few features use them as points to spend in order to perform certain functions. Upgrade Upon reaching 2nd level, your armor's configuration and magical potential can be channeled into upgrades. You gain one of the following Upgrade options of your choice. You gain additional upgrade slots at 7th, 13th, and 17th level. Additionally, when you gain a level in this class, you can choose one of the upgrades on your armor and replace it with another upgrade. Upgrade Options Analysis Display You spend an action and a power die surveying your local environment while wearing your armor. When you do so, select one of the options below. Deciphering Matrix. You cast the comprehend languages spell on yourself, requiring no spell components. Sensor Sweep. You learn the exact number of Tiny or larger creatures within 100 feet of you, even those in the Ethereal Plane. Target Analysis. You target a creature you can see within 30 feet. You learn two of the following about the target: armor class, damage resistances, damage immunites, damage vulnerabilities, condition immunities. 3

Autonomous Combatant The armor has adjusted to your rigorous combat movements, and learned to be as effective as you in battle. If you miss an attack while wearing your armor, you may expend a reaction and a single power die, rolling it and adding the result to the attack roll total. Deflecting Plates Your armor can absorb the vibrations of a blow and even reflect some of the force back to the attacker. If you are struck with a melee attack, then as a reaction, you can expend one of your power dice and roll it, adding your Strength modifier to the result. The damage from the attack is reduced by the total. If the deflection reduces the damage to 0, any leftover amount from the deflection roll is inflicted upon the attacker in the form of force damage. You must be wearing your armor to use this feature. Emulation Module Your armor adapts to take on abilities granted by other specializations of warclad. You gain a warclad class feature from a warclad combat chassis that you don't already have. You can change this emulated feature for another when you gain a level in this class. Only one of your upgrades can be an Emulation Module. Subclass features will tell you at the beginning of their description if they are available for this upgrade and what warclad level is required. Failsafe Your armor assists you when your mortal abilities fall short. If you fail a Strength, Dexterity, or Constitution saving throw, you can use a reaction to roll a single power die and add the result to the total, provided you are wearing your armor. Doing so expends the power die. Hydraulic Strikes Your armor empowers your unarmed strikes. While wearing your armor, you gain the following benefits: You are proficient with unarmed strikes.

You can roll a die in place of the normal damage of your unarmed strike equal to your current power die.

When you use the attack action to make an unarmed strike on your turn, you can make one unarmed strike as a bonus action while you are not wielding a shield.

Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Additionally, when making an unarmed strike on your turn you can expend a power die. The attack deals extra damage equal to the amount rolled on the die. Rebreather Your armor gains built-in life-support systems. You gain resistance to poison damage and advantage on saving throws against being poisoned while wearing your armor. Additionally, you can breathe via your armor's limited air supply. You expend one or multiple power dice to breathe normally in any environment for an hour per die expended. You can extend this duration by an hour per extra power die spent while this is in effect. You must be wearing your armor to use this ability. Self-Repair Your continued repair of your armor has taught it to repair itself in the heat of combat. You can use your power dice to restore hit points to your armor. As a bonus action on your turn, you can spend one or multiple power dice, rolling them all together. Your armor regains hit points equal to the total. You must be wearing your armor to use this feature. System Diagnostic Your armor kicks in when outside forces affect you. You can expend a power die and an action to end one of the following effects on yourself: blinded, deafened, or poisoned. You must be wearing your armor to do so. Combat Chassis Starting at 3rd level, your armor becomes a specialized combat platform on which you mount your armored assaults against your foes. Choose Bulwark, Iron Mage, or Vanguard, all detailed at the end of the class description. The chassis you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. There are five additional combat chassis options in the Treatise of the Thousand Plates, found here. An additional combat chassis, the Injector, is available here. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Siege Engineer Starting at 9th level, your knowledge of defenses and armor allows you to build defensive structures. Using your smithing tools and proper materials, you can prepare structures and vehicles for assault. You must spend a minute and 5 gp worth of materials to fortify each cubic foot of inanimate material, be it a wall, a wagon, a ship's hull, or a door. When you do so, you choose one of the following effects: Armored. The object’s Armor Class increases by your proficiency bonus. Fortified. The object gains a damage threshold equal to your warclad level. If it already has a threshold higher than your warclad level, it does not benefit from this effect. Resistant. The object negates any effect that would inflict double damage on structures, such as the siege monster trait. You may not apply more than one effect to an area of a structure. Removing the fortifications requires half the time you used to construct them. Defend By the time you reach 11th level, your armor has developed new ways of defending your allies, making you a front line defender that others rally behind for protection. 4

You can take an action known as the Defend action, in which you focus entirely on taking attacks and protecting nearby allies. When you use your action to defend, all allied creatures within 5 feet of you can take on your AC instead of their own if they choose. The amount their AC increases from this cannot exceed their own proficiency bonus. They also gain access to your Protection Protocol feature while you are defending, and can transfer damage over to your armor if you are wearing it and are willing. If any damage reduces the armor to 0, any excess damage is inflicted upon the allied creature. When you take the defend action, you can make a single weapon attack as a bonus action. Quick Use By 15th level, your improved knowledge of objects and their composition allows you to operate objects more effectively, and you may now take the Use an Object action as a bonus action on your turn. This also allows you to use a bonus action to help operate siege weaponry. Invincible At 20th level, your armor can intervene in dire need and leave you unscathed. When you take damage from any source, you can reduce that damage to 0. To use this feature, you must be wearing your armor. Once you use this ability, you can’t use it again until you finish a short or long rest. Combat Chassis Your magical set of armor can become specialized to different sets of abilities. The combat chassis reflects your combat style, and the suit tailors to your abilities, augmenting and strengthening them. There are five additional combat chassis options in the Treatise of the Thousand Plates, found here. An additional combat chassis, the Injector, is available here. Bulwark For those who choose the bulwark as their combat chassis, the bulwark armor becomes less a suit of armor and more a walking battlement. As such, the armor is not just a harness to be worn into battle, but a platform from which a warclad can prepare an attack or defense. The towering construct that is bulwark armor can be customized for different scenarios and can even act independently from the wearer. Attachment Point (Available for Emulation Module at 5th level, with no additional benefit at 14th level) If you select the Bulwark chassis at 3rd level, your armor gains one attachment point, to which a single item can be affixed. You use your smith's tools and a minute of time to attach and remove each item. Weaponry. If you attach a weapon, you are considered to always be wielding the weapon as if it were in a single extra hand. If you attach a ranged weapon, you still require ammunition as normal in order to fire it. An attached weapon loses the thrown property. - Shields. Attaching a shield adds extra plating to the armor, giving your armor a +1 bonus to AC. Magical bonuses for shields still apply. Magic Items. You can also attach a magical item to the armor. This attachment point counts as an extra attunement slot for you to which magic items can be stored or attuned. The attachment point ignores placement restrictions for attuned items. Additional Attachment Point. You gain an additional attachment point at 14th level, along with one more additional attunement slot for the armor. Strategic Attachments Using your attachment points, you can prepare your armor for different scenarios. You can wield different magical melee weapons at the same time. Wield a shield and attach one as well. Switch between melee and ranged weapons without the use of bonus actions. You could even wield a shield and engage in two-weapon fighting. Towering Form (Available for Emulation Module at 8th level) Starting at 6th level, you are able to use your smith's tools to convert your armor into a colossus of steel. You spend 24 hours with your smith's tools and warclad set in order to make a much larger version of your armor, known as the bulwark set. The armor’s size becomes doubled in all dimensions, and its weight is multiplied by eight. You can wear light or medium armor from within the armor, but only gain the benefits of the bulwark armor when doing so. The bulwark stands erect when not being worn by you. You can enter or exit the bulwark using half of your movement. 5

While wearing the bulwark armor, your effective size becomes that of the armor, increasing by one category—for example, from Medium to Large. Your armor's hitpoint maximum increases by your warclad level when you gain this feature, and increases by 1 again whenever you gain a warclad level. Sentry At 10th level, your armor can act when you are not in it, but it cannot move, as it requires you wearing it to guide it properly. You can activate and deactivate the armor as a bonus action by uttering a command word. This sentry has access to many of your warclad abilities. The sentry obeys your commands as best it can. Its turn in initiative happens right after your own. Initially, it has a speed of 0 feet, but gains movement at 18th level. You cannot transfer damage to the sentry when not wearing it, as with the Protection Protocol feature. The sentry is a construct creature. The Bulwark Sentry creature table has most of its information. If the armor is knocked prone, it can use its action to stand back up. If the armor is reduced to 0 hit points, it collapses and is unable to be activated until it regains one hit point. You can still repair your armor as usual. If you are incapacitated or absent, the sentry acts on its own, focusing on protecting you and itself. If you die, the sentry immediately shuts down and falls apart, returning to the state before the armor was magically altered. Bulwark Sentry Construct (one size larger than you), unaligned Armor Class (your bulwark armor AC)

(your bulwark armor AC) Hit Points (your armor's hit point pool)

(your armor's hit point pool) Speed 0 ft. (15 in defensive mode, 30 in offensive) STR DEX CON INT WIS CHA 18 (+4) 8 (-1) 18 (+4) 7 (-2) 10 (+0) 3 (-4) Damage Immunities psychic, poison

psychic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned

charmed, exhaustion, frightened, paralyzed, poisoned Senses blindsight 60 ft., passive Perception 10

blindsight 60 ft., passive Perception 10 Languages understands commands given by you in any language but can't speak Warclad Construct. The sentry has access to all base warclad class features that require you to wear your armor. You and your sentry share a pool for these abilities, and the sentry expending a use of a feature expends it for the both of you. The sentry also has access to some abilities specific to your bulwark chassis. It can use items attached to its attachment points, and it benefits from the Auxiliary Power ability while in sentry mode. Actions Strength-Based Attack. +7 to hit, +4 to damage. Dexterity-Based Attack. +2 to hit, -1 to damage. Watchful Sentry Upon reaching 14th level, your sentry can mentally warn you when danger is nearby. When a Tiny or larger creature enters your sentry's blindsight radius while it is active, a mental alarm alerts you with a ping in your mind if you are within 1 mile of your sentry while it is active. You can designate creatures that won't set off the alarm. Additionally, as an action, you can see through your sentry until the start of your next turn, hearing what it hears and gaining the benefits of its blindsight. During this time, you are deaf and blind with regard to your own senses. Auxiliary Power (Available for Emulation Module at 20th level, with no benefit to Sentry) Beginning at 18th level, your bulwark armor can convert extra energy to either offensive or defensive capabilities, but only one at a single time, as your armor's energy is limited. You (or your sentry) can switch between these two passive effects using an action to modify your armor's power systems. You select one of the following modes. Offensive Mode. All of your weapon attacks deal an additional 1d6 force damage. The bulwark sentry gains a movement speed of 30 feet. Defensive Mode. Your armor has resistance to bludgeoning, piercing, and slashing damage. The bulwark sentry gains a movement speed of 15 feet. Iron Mage An iron mage taps into the magical essence of their armor to cast spells. Though warclad are usually not previously trained in magic, spending some time with the warclad armor has revealed some magical secrets. These discoveries set them on a path of magical study. The iron mage's spellcasting focus is their armor, creating the convenience of not carrying a different one. However, the iron mage must have a hand free to cast spells, as the magical energy is channeled through the somatic movements of the hand. The armor confines you to a comparatively small number of spells, limited mostly to evocation and transmutation. Spellcasting When you reach 3rd level, you are able to cast spells while wearing your heavy armor. Spellcasting Focus. Starting when you select the Iron Mage chassis at 3rd level, your armor can become your spellcasting focus. You may only cast spells learned from this class while wearing your warclad armor. Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. Spell Slots. The Iron Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot. 6

Iron Mage Spellcasting Warclad Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 — — — 4th 2 4 3 — — — 5th 2 4 3 — — — 6th 2 4 3 — — — 7th 2 5 4 2 — — 8th 2 6 4 2 — — 9th 2 6 4 2 — — 10th 3 7 4 3 — — 11th 3 8 4 3 — — 12th 3 8 4 3 — — 13th 3 9 4 3 2 — 14th 3 10 4 3 2 — 15th 3 10 4 3 2 — 16th 3 11 4 3 3 — 17th 3 11 4 3 3 — 18th 3 11 4 3 3 — 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1 Spells known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the evocation and transmutation spells on the wizard spell list. The Spells Known column of the Iron Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study of your armor’s magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Summoned Suit (Available for Emulation Module at 5th level) At 3rd level, your arcane attunement to your armor allows it to be called forth and dismissed at a moment’s notice. If your armor is on the same plane of existence, you can summon it as an action on your turn, causing it to teleport instantly around your body, requiring no time to don the armor. You can also use a bonus action on your turn to dismiss the armor, requiring no doffing time as it instantly teleports to a specified location on the same plane of existence. If you have no specified location, the armor teleports to any space of your choosing within five feet of you upon dismissal. Said specified location must be determined beforehand by a 1 hour-long ritual, which can be done during a short rest. You must be in this location throughout the ritual, and at the conclusion of the ritual you must touch your armor and form the connection between the armor and the location. You can have only one location set on each plane of existence. If you attempt to create a second location, you must break the bond between the armor and the previous location. Defensive Caster (Available for Emulation Module at 8th level) At 6th level, your defensive combat experience and spellcasting become intertwined, allowing you to cast spells and defend yourself simultaneously. When you take the Dodge action (and later the Defend action), you can cast a cantrip as a bonus action. If you take this feature as part of the Emulation Module upgrade, you learn one cantrip from the wizard spell list, and cast it exactly as an Iron Mage would. Armor of the Arcane Starting at 10th level, your armor can substitute its own power for your spellcasting force. When casting a spell of 1st level or higher, instead of expending a spell slot, you can expend power dice instead, as long as you are wearing your armor. When you do this, you spend an amount of power dice equal to the level of the spell. For example, you would spend 3 power dice to cast a 3rd-level spell. You cannot use this feature in conjunction with using spell slots, and you cannot use it to cast spells at higher levels. 7

Armored Flight (Available for Emulation Module at 16th level) Beginning at 14th level, the magical vibrations of your armor enhanced by your spellcasting are so vigorous that it propels you into the sky, giving you a flying speed equal to your current speed. While wearing your armor, you can begin flying as a bonus action on your turn. Your flight lasts until you end it as a bonus action on your turn. Magic Core At 18th level, the magical confines of your armor have adapted to not just contain your form, but your magical essence as well. You can store up to three spells of 4th level or lower in the armor. To do so, you or a willing creature must cast a spell on the armor. The spell has no effect but is stored within the armor for a number of days equal to your spellcasting modifier (minimum 1 day). The spell can be cast while wearing the armor at any later point, using only a bonus action, requiring no spell slots, and using the original caster's statistics. Alternatively, you can cast multiple of them at once as an action. When the spell is cast, the spell is no longer stored. When attempting to store a fourth spell into the armor, you must choose one of the previously stored spells to dissipate, becoming no longer stored in the armor. Vanguard The warclad vanguard is a warrior. Swift, strong, and with lightning-fast reflexes, vanguards hone their abilities in battle and enhance those abilities using their armor. While not always peak fighters, their armor pushes the limits of their physical capabilities, making them more than a match for the fiercest of foes. Though clad in thick and heavy armor, warclad vanguards are impressively fast and stealthy on the battlefield. Fighting Style When you select this chassis at 3rd level, you prepare yourself for the path of the vanguard by adopting a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. Defense While you are wearing armor, you gain a +1 bonus to AC. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Enhanced Mobility (Available for Emulation Module at 5th level) When you select the vanguard chassis at 3rd level, your armor also becomes modified for intense mobility in combat. When wearing your armor, your movement speed increases by 10 feet. Additionally, you can use a bonus action to double your jump height and distance until the start of your next turn. Overload Surge At 6th level, your armor can push you beyond your limits, allowing you to perform remarkable physical feats. While wearing your armor, as a bonus action on your turn, you are filled with magical energy, allowing either enhanced strength or speed until the start of your next turn. You must first expend a power die before choosing from one of the two effects below. Strength Overload. You have advantage on Strength-based checks and saving throws. Each of your damage dice for Strength-based weapon attacks are maximized. Speed Overload. You have advantage on Dexterity-based checks and saving throws. You may take an additional Dodge, Dash, Disengage, or Hide action on your turn. Active Camouflage (Available for Emulation Module at 12th level) By the time you’ve reached 10th level, your magical armor has seen the environments in which you fight, and has learned to blend in with them, making you an effective scout or giving yourself a tactical edge before attacking. While wearing your warclad armor, you can spend an action to gain advantage on Dexterity (Stealth) checks. This advantage ignores disadvantage imposed by heavy armor, granting yourself usual advantage. You have advantage on attacks while this effect is active, regardless if you are detected or not. This camouflage ends if you attack, cast a spell, or if you end the effect as a bonus action on your turn. Meteor Slam (Available for Emulation Module at 16th level) Beginning at 14th level, your vanguard armor reacts and cushions falls for you, making you immune to damage inflicted by falling when wearing your armor. The vanguard armor can also convert the force of a fall into offensive damage. Upon hitting the ground after falling, you can use a reaction to strike the ground and send out a shockwave of damaging energy. All creatures within 10 feet of you upon impact must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Strength modifier) or suffer a d4 of force damage for every 10 feet you fall, to a maximum of 20d4. Creatures suffer half damage on a successful save. Extra Attack At 18th level, you can attack three times instead of twice, whenever you take the Attack action on your turn. 8 7