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🌊🌾🤍 Deep within coastal enclaves, where the land met the sea, a unique fusion of terrestrial and marine magic was birthed, leading to the creation of the Seashore Robe.

Crafted from fibers harvested from the very brink where sand meets wave, the robe blended the soothing hues of the coastline. The touch of artisans, with deep connections to the oceanic realms, wove these fibers with spells of protection and defense, binding the essence of the coast within. The robe's signature trait, the seagrass lining its hem, was not just an aesthetic choice but a potent defensive mechanism. This seagrass, nurtured in enchanted tidal pools under lunar cycles, gained a semi-sentience, a keen desire to protect its wearer.

Those fortunate enough to don the Seashore Robe found themselves shielded by the might of both land and sea. The seagrass would rise in defense, ensnaring any who threatened harm, channeling the relentless grip of the tides and the sturdy resilience of the earth. Wearers often spoke of hearing whispers of the sea, feeling the caress of ocean breezes even in landlocked realms, forever bonded to the mysteries of the coast.

The creation of a Seashore Robe required not just skill but a profound bond with the coastal magics. Such robes were treasures, symbols of the enduring alliance between the land's keepers and the ocean's spirits, masterpieces of nature's guardianship and arcane craft. 🌊🌾🤍

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Seashore Robe

Wondrous item, rare (requires attunement)

This exquisite robe is woven from a blend of light brown and gray threads, evoking the tranquil colors of a sandy beach meeting the tide. Its crowning feature is the genuine seagrass lining its bottom.

When you are hit by a melee attack, you can use your reaction to prompt the seagrass to try to entangle and constrict the attacker. The attacker must make a Strength saving throw (DC 14) or become restrained. Only one creature can be restrained by the seagrass at a time. While in this ensnared state, the attacker takes 1d6 bludgeoning damage at the beginning of each of its turns, with the damage increasing by 1d6 for each consecutive turn they remain restrained by the seagrass, up to a maximum of 5d6. An attacker restrained by the seagrass can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (DC 14) to break free. You can use this property a number of times equal to your proficiency bonus, and you regain all expended uses at dawn.

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