Weald-weave Armor
Alter: This naturally-sourced armor is interwoven with fibers and caps from a resilient strain of violet fungus that grows when exposed to rejuvenating magic. While wearing this armor, your Constitution score increases by 2, and whenever a spell or magical effect causes you to regain hit points, you also gain a number of temporary hit points equal to half the number of hit points you recover, up to 15 temporary hit points. While you have temporary hit points in this way, you also have resistance to necrotic damage.
Attunement: Yes, cursed
Curse: Once you don and attune to this magic armor, you can't doff it unless you die or are targeted by the remove curse spell: a side effect of the violet fungus; magical and parasitic effects. When your attunement to the armor ends, your Constitution score is reduced by 2 (to a minimum of 1) until 2d6+6 days have passed or until you attune to the armor again. Each time you hit 0 hit points while attuned to this armor, roll a Constitution saving throw (save DC 15). On a fail, your creature type includes plant.
Rarity: Rare
Type: Leather, Studded Leather, Hide
Cost: 155gp
Attunement: Yes, cursed
Curse: Once you don and attune to this magic armor, you can't doff it unless you die or are targeted by the remove curse spell: a side effect of the violet fungus; magical and parasitic effects. When your attunement to the armor ends, your Constitution score is reduced by 2 (to a minimum of 1) until 2d6+6 days have passed or until you attune to the armor again. Each time you hit 0 hit points while attuned to this armor, roll a Constitution saving throw (save DC 15). On a fail, your creature type includes plant.
Rarity: Rare
Type: Leather, Studded Leather, Hide
Cost: 155gp
Griffons Saddlebag, Vol II
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CANNOT ESCAPE THE Perse Weald . MAJOR RISK OF SPREADING
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