Walker (D&D 5e Item)

## Armor/Walker Details and Chart

All Walkers have the same basic traits as their base Armor, including any Magical Properties. (ie: They have the same AC, Stealth Disadvantage, STR Requirement, and any Magical Properties.)

Note: Most creatures are not able to operate a Walker, as it requires an amorphous body to do so.

Sale Value: Selling items typically gives back 50% of the Cost value.

* A non-magical Walker's Cost is twice that of the base Armor used to Craft it. (The value shown in the chart is their regular Cost, as if you were to purchase it from a shop or to Craft it from scratch (not used when Crafting from a base Armor).
* A Magical Walker's Cost is equal to it's Rarity Cost plus the Cost of the base Armor.

Weight: A Walker's weight is equal to twice the weight of the base Armor used to Craft it.

Modular: Walkers can be upgraded in various ways, adding weapons, tools, additional capabilities, and more. One type of upgrade adds a Modus Slot, which allows the installation of items called Modus, which are detailed on their item page.

Size: Most unequipped Walkers are Medium or Large Items and fill most of their space, acting as Difficult Terrain to move through their space. (Some rare combat-oriented models may be Huge Items that take even more space).

### Additional Traits

(These Traits replace the equipped creature's primary natural movement Speed.)

Walker (Water Fountain):

* Walking Speed: 30 ft. (Has at least 3 legs, though the number is only a cosmetic trait and does not affect movement.)
* Climbing that would require hands and feet is especially difficult for you. Doing so costs +4 feet per 1 foot of movement. (It takes 25 ft. of Movement to travel 5 ft. in a difficult climb.)
* Don/Doff time: You can don/doff your Walker anytime using an Action, Bonus Action, or Reaction.

Walker (Cloud Fountain), additional Traits:

* Flying Speed: 30 ft. (Has at least one jet, typically small enough that it is normally unseen, hidden within the Fountain's body strapped to their Bauble.)
* Don/Doff time: It takes 1 Minute for you to don/doff your Walker.

Walker (Snow Fountain), additional Traits:

* Snow Fountains do not use Walkers.

### Walker Armor Charts

The following is a chart of Specialized Walkers, which may be updated over time.

Specialized Walkers
 Heavy Armor: Large Walker

## Walker Upgrade System

You can upgrade a Walker to hold Upgrade Slots.

Upgrades function like Magical Items, crafted onto your Walker. A Walker can use an Upgrade of up to the Rarity of its Upgrade Slot.

To create an Upgrade Slot takes at least 1 hour (this can be done as part of a Short or Long Rest) and requires materials equal to a cost based on the rarity being created.

Rarity costs

* Common (base): 100 gp
* Uncommon: 400 gp
* Rare: 4,000 gp
* Very Rare: 40,000 gp
* Legendary: 200,000 gp

For each new Upgrade Slot, it costs 50 gp more than the previous one. For example, a second slot would cost 150 gp and a third slot would cost 200 gp.

* All new Upgrade Slots are created at Common rarity, but can be upgraded to a higher rarity at the same time if the additional materials/cost are used.

An Upgrade Slot can be upgraded to a higher Rarity by using materials and work to make the difference for that rarity (upgrading additional slots past the first start from 100 gp rather than the creation cost).

### Upgrades:

Common Upgrades

* Lightly Armored: +1 AC
* Climb speed +10 ft
* Padded feet. You gain Advantage on Stealth checks that involve being heard.
* Tassels: You gain proficiency with Performance. If you are already Proficient, you gain Expertise.
* Efficient Locomotors: +10 ft of movement

Uncommon Upgrades

* Modus Slot (This is used for using Modus Items)

* Joint Specialization; Choose one:
	+ Hydraulics: Gain advantage on strength checks but disadvantage on dexterity checks for any action performed by the walker.
	+ Sockets: Gain advantage on dexterity checks and disadvantage on strength checks for any action performed by the walker
* The walker gains an integrated weapon.
	+ A single-handed melee or ranged weapon operates as normal and is a Bonus Action to Attack.
	+ A two-handed melee weapon is wielded like a one-handed weapon and is usable as a Bonus Action to Attack.
	+ A two-handed ranged weapon is mounted to the walker and requires one hand to use and is usable as a Bonus Action to Attack.
* Amphibious design: The Walker gains a Swim Speed of 25 ft.
* Barbed Hull: While you are Grappled or Grappling another creature, you deal 1d6 piercing damage to the other creature at the start of your turn. Additionally, if you succeed at making a shove attack deal 1d6 + 3 Piercing damage to the target.
* Parachute: The walker gains a parachute. If you fall and are not Incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
* Wind Resistant: This walker is unaffected by strong winds.
* Crafting bench: This walker has a workstation tailored to a crafting specialty of your choice installed on it. (Work with your DM to determine the details of your workstation.)

Rare Upgrades

* You gain an arm with a dexterous manipulator (works as a normal limb but not as part of your body). It benefits from bonuses to the walker's Dexterity, if applicable.
* Heavy Build: You count as one size larger than your physical size when determining lifting or carrying capacity, or when involved in grappling utilizing the walker.

* Integrated Nozzles, Flamethrower or Cryothrower (Choose one):
	+ Choose: 10 ft. cone, 30 ft. line, or 5 ft. radius from Self
	+ Choose: Fire or Cold damage
		- Fire: Creatures in range must make a DC 15 Dexterity Saving Throw or take 2d6 fire damage and are ignited, taking half as much and are not ignited on a successful save. An ignited creature takes 1d4 fire damage at the start of their turn. Ignited objects take 1d4 Fire damage at the start of the round. A creature can use its action to put out the flame on itself or another creature. This attack recharges after a Short or Long Rest.
		- Cold: Creatures in range must make a DC 15 Constitution Saving Throw or take 2d6 cold damage and their speed is lowered by 10 ft., taking half as much and their speed is not lowered on a successful save. A creature whose speed has been lowered by this makes the Constitution Saving Throw at the end of each of its turns ending the effect on a successful save.

Very Rare Upgrades

* Mounted Artillery: (Add details)

Legendary Upgrades

* Spell Box: A device that can hold magic. As part of a Short or Long Rest, you can store up to three spells inside the Spell Box. When you do so, for each spell stored you expend a Spell Slot of the level of the spell you are storing. You can release a spell from the Spell Box as if you were casting it normally, requiring a Somatic Component to interact with the Spell Box but not requiring any Verbal or Material components and using no spell slot.