The Armor of The Arachnid grants the wearer the abilities of a spider. While wearing this armor, the creature can freely climb up and down on a vertical surface and can walk upside down. When climbing using this armor, the creature gains a climbing speed equal to its walking speed. This allows a creature to climb freely without expending much energy.
Spells. This armor has 15 charges. While wearing it, you can use an action to expend 1 charge to cast the Web spell from it.
Spider Venom. When you make a melee attack, you can expend 3 charges to deal an extra (2d6) poison damage, using your Constitution Modifier.
Spider Glue. The wearer has an Advantage on saving throws against falling Prone.
The armor regains (1d10 + 5) charges every long rest. If you expend the last charge, roll a d20. On a 1, the armor becomes non-magical scale mail armor until it is re-attuned.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
Notes: Damage: Poison, Prone, To attune this armor, you must slay a spider with a challenge rating of 2 or higher and a size of at least Small. , Buff, Utility, Outerwear, Negates Difficult Terrain, Stealth Disadvantage
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