Awakened Armor
A bearer bound to a suit of armor is a creature forevermore defined by their tenacity. Their relic is now a second skin, turning them into an unrelenting and unbreaking force towards anyone who wish to take their relic for themselves. Those that become armored bearers are often titled Titans, Adamanites, Husks, or Living Steel. Some may take on this new life of defending those weaker than them, while others may wander the world to simply find something that can truly break through their armor.

Art by OakSentinel!
Relic of Defense
Upon taking this subclass at 3rd level, your relic manifests as the armor on your person, if it wasn't already. Your relic provides the following benefits:
- If the armor normally has a Strength requirement, you reduce the Strength score requirement by an amount equal to half your level in this class.
- You can don and doff this armor as a bonus action.
- You can perform a 1-hour ritual, which can be done during a long rest, to turn your relic into a different type of armor. You must have the desired suit of armor within 5 feet of you throughout this ritual.
- If the armor type would normally impose disadvantage on Dexterity (Stealth) checks, your relic does not impose it.
Guardian’s Wrath
Also at 3rd level, your relic can absorb damage, empowering you once its threshold has been reached. As part of activating a trigger, roll an amount of d6s equal to half your level in this class (rounded up), gaining temporary hit points equal to the total rolled. While you have these temporary hit points, hostile creatures within 15 feet of you have disadvantage on attacks against anything other than you.
Once these temporary hit points drop to 0, you gain one of the following benefits of your choice:
- Hostile creatures within 15 feet of you must succeed a Strength saving throw, taking 2d6 force damage and falling prone on a failed save.
- You add an amount of d6s equal to your proficiency bonus to the damage of your next attack.
- Hostile creatures within 15 feet of you must succeed a Strength saving throw (DC = 8 + your proficiency bonus + your Constitution modifier), taking 2d6 force damage and falling prone on a failed save.
- As a reaction, you teleport to an unoccupied space within 5 feet of the creature that reduced these temporary hit points to 0, and can make a weapon attack against them.
Titan's Might
Starting at 6th level, you gain proficiency in Strength saving throws. Moreover, you count as one size larger for the purpose of grappling, shoving, determining your carrying capacity, and the weight you can push, drag, or lift.
Warden's Protection
At 10th level, you channel your relic to allow harm to never fall upon your comrades. While you have temporary hit points, any hostile creatures that starts their turn within 30 feet of you must make a Charisma saving throw. On a failed save, they can't willingly move away from you until the end of their turn.
While you don't have temporary hit points, you can force this saving throw in place of one of your attacks when taking the Attack action.
Empowered Guardian
At 14th level, your relic empowers you further upon absorbing damage. Once the temporary hit points from your Guardian's Wrath drop to 0, you gain one the following benefits of your choice for the next minute:
- You gain proficiency in all saving throws.
- You gain a bonus to your AC equal to half your proficiency bonus.
- Your attacks deal an additional 1d8 force damage.
Once you have used one of these benefits, you can't use it again until you finish a long rest.
Relic of Fortification
At 20th level, you are unstoppable. The range of your Guardian's Wrath feature increase to 30 feet.
Additionally, choose one damage type of your choice that isn't piercing, slashing, or bludgeoning: each time you are subjected to it, you take no damage and instead regains a number of hit points equal to half the amount of damage dealt.

