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Weapon (flail), varies (uncommon or rare)

A hollow metal bell worn by frequent use underwater. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and being underwater does not cause attacks you make with this weapon to be made at disadvantage. This weapon has 4 charges and regains 1d4+1 charges daily at dawn. This weapon’s rare variant has both of the following features:

Breathing Room (Uncommon). While submerged, you can use a bonus action to spend a charge, releasing this weapon and causing it to enlarge into a functional diving bell in a space within 5 feet of you. The bell has a diameter of 15 ft. and is 15 ft. tall, with the enlarged chain and handle extending downward 30 ft. from the bottom of the bell. The bell sinks until its chain rests on a solid surface with the bell floating above at the chain’s maximum length. Any creature within the space of the bell as it enlarges is harmlessly pushed away. Once enlarged, the bell weighs 5000 pounds, has an AC of 20 with 100 hit points, is immune to poison and psychic damage, and contains 1 hour of air. The item shatters and is destroyed if it reaches 0 hit points. A creature within the bell has full cover at all angles except from below, and consumes air at a normal rate. If a creature takes a deep breath to hold its breath underwater, it immediately consumes a number of minutes of air equal to 1 + its Constitution modifier (minimum of 30 seconds). The bell remains in this state until a creature touching the chain uses a bonus action to return it to its original size. If a creature is within the bell as it shrinks, it takes 1d10 bludgeoning damage and is shunted into the nearest unoccupied space.

Sonorous Toll (Rare). When you hit a creature with this weapon, you can expend a charge to cause the bell to emit a tone that can be heard up to 100 ft. away. Creatures other than you within 10 feet of the target of your attack must make a DC 16 Constitution saving throw. On a failed save, the creature takes 2d8 thunder damage and is deafened for 1 minute. On a successful save, the creature takes half as much damage and isn’t deafened. If used while underwater, the tone can be heard by submerged creatures up to 300 ft. away, The DC increases to 18, the damage increases to 3d8, and creatures who fail are pushed 10 ft. away from you.

A handy tool amongst sailors, particularly treasure hunters, this weapon is a favorite of all those who call the seas their home. It glides as easily through water as it does air, and emits a satisfying tone whenever it strikes true. Its real value lies in its use as a shelter while diving, allowing the exploration of depths beyond one’s normal capabilities. However, treasure is often guarded, so crafty hunters have designed a rarer, more deadly design. They say if you hear a toll from below your ship, someone found a good haul, but something else wasn’t looking to give it up.

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