Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Enchantment
Attack/Save
CON Save
Damage/Effect
Poison (...)

Combining some leaves from your satchel with your magical abilities, you form a suit of armour that snaps onto a creature within range.

Make a spell attack against a creature within range. The armour they wear turns into poison ivy. If they're not wearing armour, the thorns sink into their flesh, and vines grow around their arms. They remove any bonuses to AC they got from their armour with a -1 penalty to AC. They must further make a Constitution save.

On a failed save, they're poisoned; take 2d8 + SAM poison damage and must continue making saves on their next turns, taking 2d4 + 2 poison damage on each turn they don't move. The additional damage and poisoned condition end on a successful Constitution save, but the poisoned armour remains for the duration.

If they make the original save, they don't fall under the poisoned condition; take half of the 2d8 + SAM poison damage and don't take any more damage, but as long as they wear the poisoned armour, the AC reduction continues.

At Higher Levels. When you cast this spell using a slot of 4th or higher, add 1d8 and 1d4 to the poison damage for each slot above 3rd.

* - (an ivy vine)

Previous Versions

Name Date Modified Views Adds Version Actions
8/19/2023 1:17:04 PM
5
1
--
Coming Soon

Available For: Cleric (Legacy) Druid (Legacy) Ranger (Legacy)

UnchartedFire

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