Armor (plate), varies (requires attunement by a You must wear the armor for 24 hours before its full potential is reached to fit the body.)

Lore

The creator of this armor is unknown, the gifter has passed and not much is known about who could create such works. The armor appears to be standard plate, but with a circular indention and a flower cage over the hole. Inside this hole is room for a pod. These pods come from a variety of different plant monster. They provide different levels of protection (size based) and have special effects (monster based).

How it Works

As stated, the armor appears to be standard plate when not worn. However, as soon as the chestplate is placed on the wearer, vines shoot from the pod and bring the rest of the armor on the body (the wearer rolls a standard d20 [no bonus]; 10 & under, the armor fits into place but the wearer takes 1d8 bludgeoning damage. 11 & up, the armor is locked into place perfectly). This means that the armor is connected by vines. The vines also absorb most of the weight; not affecting stealth saves.

Pods

Pods done simply are based off of size:

  • Small Pod (500 gp): 16 AC (lasts through 450 damage taken)
  • Medium Pod (1,000 gp): 17 AC (lasts through 700 damage taken)
  • Large Pod (1,500 gp): 18 AC (lasts through 1,000 damage taken)
  • Shambling Mound Pod (5,000 gp): 20 AC (never breaks)

Pods based off of monsters include the following additional benefits but take the wearer's action (can be used as a bonus action once per short or long rest):

  • Amber Lotus Flower (Small): 
    • Spray: The pod sprays pollen in a 20-foot cone. Each creature in that area, including friendlies,  must succeed on a DC 10 Constitution saving throw or fall unconscious for 1 minute, or until the creature takes damage or someone uses an action to shake or slap it awake. 
  • Kelpie Pod (Medium):
    • Wrap: Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 1d6 + 3 bludgeoning damage and the target becomes grappled (escape DC 12).
    • Crush: Melee Weapon Attack: +4 to hit, reach 0 ft., one target. Hit: 2d6 + 3 bludgeoning damage.
  • Shambling Mound (Large):
    • Gain damage resistance to Cold and Fire
    • Multiattack: The Shambling Mound makes two attacks (cannot be used as a bonus action). If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14).
    • Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 4 bludgeoning damage.
    • Lightning Absorption (Reaction): Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

Notes: You must wear the armor for 24 hours before its full potential is reached to fit the body., Str. 15 Required, Stealth Disadvantage

Previous Versions

Name Date Modified Views Adds Version Actions
9/25/2020 2:15:31 AM
7
1
5e
Coming Soon
9/25/2020 4:04:15 AM
6
1
5e
Coming Soon
UkeBard13

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