Powered Armor
HA
Description
As an action, you can expend any number of the armor's charges to activate it; the armor remains active for 1 hour per charge expended. You can use a bonus action to deactivate the armor early, but doing so doesn't recover any expended charges.
While the armor is active, you gain the following benefits:
You have advantage on Strength checks, and your carrying capacity is doubled.
The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you're unaffected by harmful gases, as well as contact and inhaled poisons.
When you would take damage, you can use your reaction to expend 1 of the armor's charges to deploy a defensive force field. Roll and reduce the damage taken by the total rolled.
As a bonus action, you can expend 1 of the armor's charges to gain a flying speed equal to your walking speed for 1 minute. If you're airborne when this duration ends, you fall.
While the armor has charges remaining, its can't be removed. Once the armor has 0 charges, you can replace the with a new cell by using an action or a bonus action.