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:

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:

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:

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.