The armor looks less like it was forged and more like it was grown. The steel is a matte, charcoal grey, heavily encrusted with thick, shelf-like bracket fungi that act as additional plating. Clusters of bioluminescent, pale blue mushrooms sprout from the pauldrons. When the spores are released, the plates of the armor hiss and shift, exhaling a dense, sickly-sweet cloud of neon-violet spores that hangs heavy in the air.
The armor has 2 charges and all charges reset after a Long Rest.
As a bonus action (1 charge) - You make the armor emit poisonous spores, which fill a 10ft radius sphere centered on yourself. Each creature in the area must make a DC 15 Constitution saving throw. On a failed save, the affected creature has the Poisoned condition until the end of your next turn. Regardless of the save result, each creature takes 3d6 Poison damage.
Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.
Notes: Damage: Poison, Poisoned, Short Rest, Stealth Disadvantage
Comments