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Kappa’s Aquatic Visage

Wondrous item, rare (requires attunement)

Component: fey (kappa) beak

Kappa can be repelled or appeased in a variety of oddly specific manners, including offerings of cucumbers, tests of skill, bowing, and even written contracts. Existing literature, however, fails to offer much of anything regarding the effectiveness of fashioning a mask from a kappa’s skull and using their own powers against them. Perhaps it’s time someone tried it out.

This mask has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you are knocked prone against your will while wearing it, you must make a DC 15 Dexterity saving throw. On a failed save, the mask loses 1 charge as some of its water is spilled.

Aquatic Predator. While wearing this mask, you feel more at ease in the water. You gain a swimming speed of 30 feet, and you have advantage on ability checks made to grapple creatures and avoid or escape being grappled while underwater.

Water Spells. While wearing this mask, you can expend 1 or more charges to cast one of the following spells from it (save DC 15): create or destroy water (1 charge), water breathing (3 charges), or water wyrm* (3 charges).

Curse. This item is cursed, and attuning to it extends the curse to you. While cursed in this way, you gain a mild fixation on acquiring and eating cucumbers, and all other food tastes bland and boring in comparison.

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Rare variant, Kappa’s Consuming Visage: Replace the Water Spells property with the Consuming Spells property.

Consuming Spells. While wearing this mask, you can expend 1 or more charges to cast one of the following spells from it (save DC 15): endoleech* (2 charges), extract shirikodama* (3 charges), or vampiric touch (3 charges).

*See Appendix XX

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Water Wyrm

3rd-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S, M (a dried tadpole)

Duration: Concentration, up to 1 minute

Classes: Bender (water)*, Druid, Ranger, Sorcerer

You conjure a thrashing wyrm of frothing water that moves with you, wielding it like an extension of your fist. When you conjure the wyrm and as a bonus action on subsequent turns, you can cause one of the following effects with it.

  • Ice Fang. The wyrm grows frozen fangs; jagged icicles it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage.
  • Engulf. The wyrm leaves your side, surging toward a creature within 40 feet of you and attempting to engulf it in a turbulent torrent of water. The target must succeed on a Strength saving throw or be restrained. While restraining a creature in this way, the only water wyrm spell option you can use is ice fang and it must target the restrained creature. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends.
  • Weird Water. The wyrm assumes a defensive formation around you until the start of your next turn. For the duration, ranged attacks that hit you have their damage reduced by 1d6 plus your spellcasting ability modifier.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the cold damage from the ice fang option and the damage reduction of the weird water option both increase by 1d6 for each slot level above 3rd.

*A new class coming soon in Ryoko’s Guide to the Yokai Realms

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Endoleech

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

Casting Time: 1 action

Range: Touch

Components: V, S, M (a toenail lost to frostbite)

Duration: Instantaneous

Class: Druid, Sorcerer, Warlock, Wizard

You touch a creature, absorbing the energy from its body and bolstering your metabolism. Make a melee spell attack against a creature you can reach. On a hit, the target takes 5d6 cold damage and can’t take reactions until the end of its next turn. In addition, until the end of its next turn, its speed is reduced by 15 feet and your speed is increased by 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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Extract Shirikodama

3rd-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a slice of cucumber)

Duration: Instantaneous

Class: Cleric, Warlock

You phase your hand into the body of a creature you touch in an attempt to grasp and extract a portion of its soul. The creature must make a Charisma saving throw. On a failure, it takes 8d6 necrotic damage, and you pull out and consume a portion of its essence, regaining hit points equal to half the damage taken and gaining advantage on the next attack roll, ability check, or saving throw you make before the end of your next turn. On a success, the creature takes half as much damage, and you don’t gain any benefits.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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