Armor (leather), legendary (requires attunement by a druid or elf)

This beautiful armor is made of living plants specially cultivated to form hard plates and interwoven spinose structures. If donned by a non-attuned wearer the armor inflicts 1d4 piercing damage and an additional 1d4 piercing damage applied at the end of the wearer's turn while in combat.

Armor benefits for the attuned wearer

  • Protection. +2 AC
  • Speed. In the natural terrains filled with plant life, the armor is invigorated enabling faster than normal movement speed by +5.
  • Vulnerability. The user is vulnerable to fire, cold, and necrotic damage.
  • Regenerative Life (1 charge). If the user is reduced to 0 hp,  Death Saving Throws are made at ADVANTAGE and if death is avoided,
    • the wearer regains All Hit Die,
    • heals 1 level of Exhaustion if applicable
    • heals 2d6+proficiency bonus.
  • Give Life (1 charge*). As a REACTION, the attuned wearer may sacrifice their lifeforce to bring back allies that have recently died within a 30 ft radius back to life with full health and free of detrimental conditions. Any injured allies in the 30 ft radius are also brought to full health and restored of any detrimental conditions. Lastly all plant life in the 30 ft radius are rejuvenated and grow with vigor. The attuned wearer's body and consciousness are gone and may not be raised or resurrected.

Upkeep

The Aerenal Druid Armor is alive and must be maintained. It requires at least 50gp of worth of monthly maintenance and feed to grow and trim the parts regularly during downtimes. Alternatively during adventuring times, the owner may make a daily Nature check against DC 10. Failure reduces the AC benefits by -1 cumulatively until an appropriate downtime.  AC penalties may be applied until the armor no longer provides AC benefits. If the worn AC is below 10, then the armor is destroyed.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Notes: Bonus: Armor Class, Vulnerability: Cold, Vulnerability: Fire, Vulnerability: Necrotic, Bonus: Armored Armor Class, Bonus: Speed, druid or elf, Combat, Warding

Previous Versions

Name Date Modified Views Adds Version Actions
10/19/2022 10:14:33 PM
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10/21/2022 7:18:36 PM
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1
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Item Tags: Combat Warding

OldManPsychic

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