The Hollow World of Aekko
Medium Armor. Creatues have disadvantage when making oppertunity attacks against Farma, but when she uses the disengage action her movement is reduced to 1/3.
Life on the Open Road. The farma poros has advantage on attack rolls when mounted on a vehicle.
Misími Armor. Spell attacks have disadvantages on Farma while she wears this armor. Additionally, when Farma would normally take half damage after succeeding on a spell save, she will instead take no damage.
Multiattack. Farma Poros makes a number two weapon attacks with each action.
Fruiting Beaked Shortsword. Melee Weapon Attack: +8 to hit, reach 5ft, one creature. Hit: 8 1d6+5 piercing damage.
Misími Hand Crossbow of Eyes. Ranged Weapon Attack: +8 to hit, range (30/120), one creature. Hit: 8 1d6+5 piercing damage.
Beating a targets AC by 4 prevents the target from casting spells or using magical features until the start of their next turn.
Bamboo Armor (1/day). Once per day as an action Farma may end a non-magical effect on herself.
Fang Armor (4/day). Farma may break off a fang from her armor and throw it. Make ranged attack roll with a range (20/80). On hit the target takes 1d4 slashing damage and Farma gains advantage on her next attack roll against that target.
Hookshot (3/day). As an action Farma can make a ranged attack against a creature or object up to 100ft away to attach to it with the grappling hook. If a creature is targeted, they must make a DC15 Strength saving throw or be restrained. As a bonus action she may drag the target up to 15ft towards you as long as it is large or smaller.
Rocket Skates. As an action equip the rocket skates. For 1 hour gain +10 movement speed. If traveling across difficult terrain your speed is reduced by 5ft.
Fruit Weapon (6/day). Farma has six fruits hanging from her Shortsword. As a bonus action pick a fruit and cover the weapon with its juices to add one of the following elements to it: acid, cold, fire, lightning. Upon making her next successful attack roll with this weapon, the target will take an extra 1d6 of your chosen damage. 1d4 fruits grow back each day (max 6). If the number of fruits is reduced to 0, the plant dies and will no longer produce fruit.
Eye Weapon (1/day). Once per long rest as a bonus action, ignore any disadvantage for attack rolls until the end of Farma's turn.
Parry. When a creature makes a successful attack against your AC, use a reaction to add +3 to your AC until the start of your next turn.
Beak Weapon (2/day). When a creature you can see within 30ft fails a saving throw, you may play a song through the weapon as a reaction. The creature may add 3 to their saving throw roll. If the creature is deafened, or otherwise cannot hear the song, the action fails. This action can be performed a number of times equal to your Charisma modifier (min 1) per long rest.
Blood Armor. As a reaction after killing a creature, other than a construct, you gain temp HP based on the size of the creature. Roll a number of d8 equal to the number of sizes larger the felled creature was (min 1) and gain that amount of temp HP.