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Today marks the start of out next theme, Ocean Kindgdoms.

Hammerhead Helmet

Wondrous item, rare (requires attunement)

Once the stalwart bodyguard of the Deep King, the Hammerhead Knight’s ability to sense danger was second to none. So loyal was this knight that, rather than abandon its post, it chose to follow the king as he descended into madness. It’s said that it still guards the Flooded Halls to this day.

Whilst wearing this helmet your peripheral vision extends behind you granting you a +5 bonus to initiative rolls. In addition, your sense of smell is enhanced; you have advantage on Wisdom (Perception) rolls that involve smell and you gain the ‘Shark’s Scent’ and ‘Blood Frenzy’ features.

Shark’s Scent. As an action you can inhale, gaining blindsight to a range of 30 feet. This blindsight can only detect a creature that has blood and that does not have all its hit points.

Blood Frenzy. As an action you can cast the spell blood frenzy on yourself at will.

Curse. This helmet is cursed with the essence of its former occupant, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the helmet, wearing it even to sleep. Over the course of a week you begin to develop shark-like features. First your skin develops small patches of tough, iridescent scales. Next, your fingers and toes become webbed, and small fins appear on your elbow and neck.

Lastly are the teeth. They become a jagged conveyor belt, a natural weapon which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When this occurs, the curse is complete and you are constantly under the effects of the blood frenzy.

Casting remove curse or using similar magic ends the curse, but does not undo any changes to your appearance that have already occurred.

Set of the Hammerhead Knight (Very rare). While attuned to both items of the hammerhead knight (the hammerhead helmet and sharktooth), you gain advantage on Dexterity saving throws against effects you can see or smell and you can’t be surprised. In addition you can, as an action, grow gills and morph your legs into a tail (or vice-versa). You gain a swim speed of 40 feet (if not already higher) and can breathe both air and water.

Blood Frenzy

2nd-level biomancy* (*can be replaced with enchantment)

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a drop of blood, less than 24 hours old)

Duration: Concentration, up to 10 minutes

Class: Artificer, Druid, Sorcerer, Warlock

You touch a willing creature, sharpening its focus with the instincts of a killer. The creature has advantage to hit creatures that are bloodied (have fewer than half their maximum hit points). When there is a bloodied, hostile creature within 30 feet of the target of this spell, the target creature has disadvantage to attack creature’s that aren’t bloodied.

At Higher Levels. When you cast this spell using a slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd.

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