A flexible piece of armor cursed with binding magic. The inner layer is made out of sticky webbing coiled around each limb and torso individually, that seems to stick only to the flesh it was placed on. On top of the webs lay hard-bonded pieces of spider skin, accompanied by sharp fangs around the neck and wrists. Based on the race that made it, it might also include extensions for the tail and the wings, most likely also wrapped in webbing.
Binding: Once the creature spends a long rest in dim or stronger darkness, the webbing binds itself to the wearer, making it impossible to remove by nonmagical means, and the fangs rotate to the center of the ring, causing the flesh to be pierced and injected by venom. The target takes 1d4 piercing damage and poison damage equal to the 1d6 for each level of rarity that cannot make a critical. If the wearer is reduced to 0 hitpoints this way, the armor will fall off, and the vicitim will regain its consiousness after 1d4 hours.
Injection: After a creature is injected and survives the poison damage, the venom starts crawling inside the body, making the victim sick. Every time he makes an attack roll with a weapon, substract the level of rarity from the roll. After a long rest, the wearer must make a Constitution check. If it fails, the next time they make this check the DC will be decreased by 1 until they suceed. On sucess, the poison ends, and the transformation will be almost complete, making the transformation effects described below obtainable:
Rarity differences:
(Note: every rarity includes differences from the lesser ones as well)
Rare: The webs binding the wearer produce sticky secretions in direct sunlight, resticting movement. The flying sleed of wearer is reduced to 0, and all of others are reduced by 20 ft and halved.
After the venom has been survived and the newborn beast made a long rest fully cocooned (DC of at least 21) by an Alchemists spider, the wearer gains +30 feet darkvision, as well as ability to walk on webbing without restrictions.
Very rare: Webs start tightening the wrap, as well as producing unusual amount of secretions after the binding magic has increased. The armor cannot be removed by removing the curse manually during the Injection process or in direct sunlight. For each hour spent in direct sunlight, the webs tighen even more, reducing movement speed by 5 ft, making your vision increasingly blurred, and increasing required strenght to wear the armor by 1. If the movement speed reaches 0 ft this way, the target is pernamently cocooned. The effects of 1 hour (including the movement speed) fade every 2 hours spent during nighttime or other sources of sunlight isolation.
After the venom is imbued with blood and soul of wearer, the wearer can spend a long rest inside a fully covered cocoon (DC of at least 24) made by Alchemists spider while paralyzed by their poison, the wearer gains another +30 darkvision, as well as the ability to extract poison from their veins to imbue the weapon with it. You can also move at normal speed while sneaking on targets while in dim or stronger darkness.
Legendary: Poison in veins and webbing wrapped around the body restrict the actions of wearer even further. Until the Injection process is complete, the target acts as if having pernament Poisoned condition. In direct sunlight, the poison reaches its full potency, making vicitim unnable to concentrate or use inspitation.
After the beast has been unleashed, the wearer can spend a Week inside the cocoon of Alchemists spider (DC of minimum 30), while paralyzed by their poison, directly above the altar to sacrifices of God Weaver, while each day new sacrifices of any kind are made. If the conditions are met, the creature will release itself after the transformation is complete, giving it +30 darkvision, +10 ft of movement speed, natural 1 piercing +1d4 poison damage weapon, and absorbing the armor, making the positive effects always avaiable. In exchange for negative coditions, tbe creature gains Sunlight Sensitivity trait instead, as well as halved movement speed.
Above legendary (if possible): Cocooning need increases to DC 45, meaning it is impossible to escape via ability checks, and the creature must be paralyzed for a year above the altar, as well as sacrifices on rate 1 per each month. After the year passes, the wrapped vicitim is transported to the God Weaver himself. If God Weaver wraps up and then eats the vicitim, he will not return. However, if the beast is worthy, the God Weaver may cocoon it, and release it back onto material plane after the transformation is fully complete.
True transormations include anything the DM chooses.
This crude armor consists of thick furs and pelts.
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