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Bakekujira’s Gift

Staff, rare (requires attunement by a spellcaster)

Component: Undead (bakekujira) undying heart

The spectral heart of a bakekujira pulses erratically atop this ethereal staff, which exists only partially in the Material Plane. The simple act of holding it feels unnatural, as one’s fingers sink an inch into the haft before finally finding purchase.

This staff has 8 charges and regains 1d4 + 4 expended charges daily at dawn.

Spells. While holding this staff, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 15): antilife shell (5 charges), blink (3 charges), incorporeality* (5 charges), or spirit guardians (3 charges, necrotic only).

Ethereal Tide. As an action while holding this staff, you can expend 5 charges to conjure an ethereal wave of foamy water that crashes down in a 15-foot cube within 30 feet of you. Each creature in the area must make a DC 15 Charisma saving throw. On a failed save, the creature is washed away by the wave, taking 2d6 cold damage and 2d6 necrotic damage, and being transported into the Ethereal Plane. On a successful save, a creature takes half as much damage and isn’t transported.

While on the Ethereal Plane, a creature can see and hear the plane it originated from, which is cast in shades of grey, and it can’t see anything there more than 60 feet away. It can only affect and be affected by other creatures on the Ethereal Plane. Creatures not on the Ethereal Plane can’t perceive it. At the end of its turn, it reappears in the space it occupied when it was transported, or the nearest unoccupied space if that space is occupied.

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Very rare variant: Increase the DCs to 16, the charges to 12, and the recharge to 1d8 + 4.

Legendary variant: Increase the DCs to 17, the charges to 13, and the recharge to 1d8 + 5. Add etherealness (7 charges) to the list of spells that can be cast using the staff. You have resistance to necrotic damage while you hold this item.

*See Appendix XX

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Incorporeality

5th-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 1 minute

Class: Bard, Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard

You touch a willing creature, causing it, and everything it is wearing and carrying, to become

translucent. At the start of each of the target’s turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks; it gains resistance to nonmagical bludgeoning, piercing, and slashing damage; and it can move through other creatures and objects as if they were difficult terrain. If the target ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it is shunted.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose to increase the spell’s duration, or the number of targets, for each slot level above 5th. If you choose duration, the duration increases in increments to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 24 hours (9th level). If you choose to increase the number of targets, the number increases by 1 for each slot level.

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