While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
Detritivore. As a bonus action you can target one small or larger corpse or one small or larger creature with 0 hit points you can see within 15 feet of you, causing your mycelia to burrow over to it and rapidly drain it of nutrients. If the target is alive it must succeed on a DC 15 Constitution saving throw or fail a death saving throw. Undead have disadvantage on this saving throw. On a failure, or if the target is a corpse, you regain 4d6 hit points. After you activate this feature, you can’t do so again until you finish a long rest.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, your skin exudes tiny fungal spores and they glow in moon light giving you disadvantage on stealth checks.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
Notes: Disadvantage: Stealth, Creature of the Fey or creature that is Fey touched, Damage, Combat
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