Mostly, the problem is that we want the helmet to have something to do, but not overly magical. In BX, it was a magic-user, which mean casting only a handful of spells per game. In D&D 5e, it's be like having lazer eyes, which I'm not keen on.Well, you made it work in BX. So just do the same thing here in 5e.
5e just adds a few more bells & whistles. But nothing that'll stop you from doing what you did.
One entity, 3 actions per turn, one for each player.I once ran a game in which 3 players played a suit of armor. One player played the head, another the upper body, and another the lower body. My players have decided they want to recreate the character(s) in our upcoming 5e game. How would you handle it?
You could just build the character without any damage-dealing cantrips and then he's not doing cantrip damage every round. (I'd do a warlock maybe?) Yeah it's not optimal but if you're playing the head of an animated armor I suspect your players aren't too fussed about things like optimizing their damage output, and it shouldn't matter as long as the PCs are balanced against each other.Mostly, the problem is that we want the helmet to have something to do, but not overly magical. In BX, it was a magic-user, which mean casting only a handful of spells per game. In D&D 5e, it's be like having lazer eyes, which I'm not keen on.