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🏴‍☠️🌊🦑 Ahoy, ye scallywags and sea dogs!

Gather 'round, and let ol' Captain Graybeard share a tale from his many years on the Seven Seas. Many a moon ago, I set my eyes upon a sight most peculiar – the Kraken's Nightchain. I've seen 'em on swashbucklers from Tortuga to the Isle of Mists, from the salty veterans to the greenest of deckhands. And let me tell ye, each one donned the chain carried a look of utmost confidence, as if they'd tamed the very beast of the deep itself!

From Captain Black Tooth Morgan to the cunning Isabella Nightshade de Luna, the Nightchain became a mark of pride and prowess amongst buccaneers. So if ye ever cross paths with a sailor sportin' the Kraken's embrace, best be wary, mate. For they’ve sailed through tempests and terrors you can scarce imagine, and lived to tell the tale!

May the wind be at yer back and the horizon ever in yer sight! 🏴‍☠️🌊🦑

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Kraken's Nightchain

Armor (chain mail), rare (requires attunement)

This chain mail subtly gleams with the lustrous sheen of darkened ocean waves. Draping over the armor is a turquoise blanket that whispers tales of the sea and tempests, moving with an grace akin to the gentle sway of ocean tides under moonlight.

Kraken's Wrath. As the tide of battle flows, the chain mail becomes attuned to the rhythm of combat. Every hit you endure causes the chain mail to capture the energy of the assault, storing it as a watery charge. The armor can amass up to 5 of these charges, with each increment causing it to glow, reminiscent of deep-sea bioluminescence.

When you deliver an attack and choose to release the full power of the armor, all 5 charges are consumed, causing aqueous tendrils to spiral from the chain mail. These tendrils attempt to envelop and drag the adversary into the imagined crushing depths of the ocean. The victim must make a Strength saving throw (DC 16) or begin to suffocate, ensnared by the weight of the illusory ocean, feeling the cold bite of its imagined depths and taking 2d6 cold damage. At the start of each of its turns, the ensnared creature can attempt to break free by making a Strength (Athletics) or Dexterity (Acrobatics) check, escaping the grasp upon success. Charges consumed by the tendrils are replenished at a rate of one charge for each hit you sustain. Any unused charges dissipate at dawn.

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