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Wondrous item, uncommon (requires attunement)

The membranes of these wings are almost transparent in bright daylight, the bones appearing like a fleshless claw. Come night or thick shadow, the membranes coalesce into blood-red curtains of opaque, ragged flesh. As you attune to this item, bands of sinew wrap around your form, binding you to these grotesque bone-and-membrane wings.

Fiendish Flight. When you fall and aren't incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Devil’s Cocoon. As an action, you can cause these wings to wrap around you forming a fleshy carapace. You gain 1d4 + 4 temporary hit points that last for an hour. If you use the Fiendish Flight property, you lose any hit points you have from this feature. Once you use this feature, you can’t do so again until the following dawn.

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Rare variant: Increase the number of temporary hit points gained from Devil’s Cocoon to 3d4 + 4. While you wear these wings, the Fiendish Flight property is enhanced with the following: “When you jump, you can choose to propel yourself with your wings (no action required); you don’t require a running start to jump your maximum distance and your jump distance is doubled”.

Very rare variant: Increase the number of temporary hit points gained from Devil’s Cocoon to 5d4 + 4.The Fiendish Flight property changes to: “You gain a fly speed equal to your walking speed. In addition, when you jump, you can choose to propel yourself with your wings (no action required); you don’t require a running start to jump your maximum distance and your jump distance is doubled.”

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