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Wondrous item, rare (requires attunement)

A rusted helmet with a jagged visor adorned with glowing flecks and a bright lantern at its tip. While wearing this helm, you have darkvision out to 30 feet. While underwater, this range is increased to 60 feet.

Light Bait. While wearing this helm you can use your bonus action to summon a glowing ball of light that hovers in the air and sheds bright light in a 10-foot radius and dim light for another 10 feet. You can use your action to move the ball up to 30 feet and it vanishes if it is ever 30 feet away from you. The ball lasts for 10 minutes, and you must maintain concentration on this property as though concentrating on a spell. You can use this property twice per long rest.

While this property is active, you can use an action to end your concentration and have the ball of light explode in a dazzling spectacle of flashing lights. Each creature in the bright light of the ball must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 2d6 radiant damage and becomes covered in motes of light until the start of your next turn. For the duration, the creature sheds bright light in a 10-foot radius and dim light for another 10 feet. Additionally, any attack roll made against an affected creature has advantage if the attacker can see it, and the affected creature cannot benefit from being invisible.

In the darkest, deepest caverns of the sea lurk some of the most monstrously horrific beings in existence. Mercifully the same darkness that these creatures lurk in also shield them from sight, sparing us the pain of their grotesque appearance. Save for a select few that have miraculously created the means to produce light from their very bodies to lure in any unsuspecting prey. And what worse fate could there be than to gaze upon a countenance so terrible in one's last moments?

Curated Curio [2/24]: Something Born from the Deepest Trenches - Control / Offensive

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