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Deep Diver

Wondrous item, uncommon (requires attunement)

Component: elemental core of water

Deep in the recondite caverns of Fob-Ya, a wizened and immortal sage awaits intrepid heroes willing to confront their greatest fears. Their reward, should they successfully pass this harrowing trial: a powerful magic item that harnesses and weaponises their terrors.

Diving Helm. This helmet is always magically filled with water. Water removed from the helmet by any means immediately disappears, and more water appears inside to take its place. While wearing the helmet, you can breathe underwater, and while underwater, you have darkvision out to a range of 30 feet. If you already have darkvision, its range is increased by 30 feet instead.

Thalassophobic Visions. While wearing the helmet, you can use an action to create a reality-bending illusion for 1 minute or until you choose to end it (no action required) or remove the helmet. While this illusion lasts, the area within 5 feet of you looks as if it is underwater, and counts as being underwater for the purposes of applying penalties to underwater combat, as described in the Underwater Combat rules. You take 1d6 psychic damage when you use this property, and again at the start of each of your turns for as long as it lasts. This damage can’t be reduced or prevented in any way. Once this property of the helmet has been used, it can’t be used again until the next dawn.

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Rare variant: The Thalassophobic Visions property affects the area within 10 feet of you. While this property is active, you hover 1 foot above the ground. You can move by kicking your feet gently to glide forward, and ignore the effects of any hazards on the ground, such as difficult terrain or the effects of the spike growth spell. This property of the helmet can be used twice, regaining all expended uses daily at dawn.

Very rare variant: The Thalassophobic Visions property affects the area within 15 feet of you. While this property is active, you have a flying speed equal to your swimming speed or half your walking speed (whichever is higher). You fly in this manner by swimming in the air. This property of the helm can be used twice, regaining all expended uses daily at dawn.

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