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Wondrous item, rare

This small ceramic jug is made with a rough gemstone of Taiyō inside. The pottery process utilizes a special kind of kiln that uses radiant energy instead of fire. That way, the jug and the cup absorb the magical properties of the Taiyō gem and become forever filled with radiant power. This jug can hold up to 5 cups of drink and produces 5 doses of a magical sake called Taiyō no nioi, or Sun Whiff, every day at dawn.

The effects of drinking the Sun Whiff are strange and dangerous, but legends say that this sake was used by sacred monks of an organization called Akai Ha, which defended the people that lived in the cities and villages close to Hellsgate. These monks are known to enter a magical trance that transforms them into mighty radiant warriors.

You can spend a bonus action to pour a cup of sake and drink its content. For each dose you drink, you suffer the effects below. The effects accumulate when you drink more than one dose of this magic sake, but the duration is always equal to the stated in the current dose effect description.

1st dose - Heated Body. For 10 minutes, you gain resistance to cold damage as your body fills with a cozy warm sensation. A reassuring feeling of power dominates your head, a sensation that no one can harm you. For the duration, you gain advantage in all tests to avoid being frightened.

2nd dose - Sun Breath. For 1 minute, you feel your throat burning with radiant energy. The effect doesn't harm you in any way. For the duration, you can use your action to exhale this energy on a 15 ft. cone of Radiant Fire. Each creature in the area must make a DC15 Dexterity Saving Throw. A creature takes 3d6 radiant damage on a successful save and half as much damage on a successful one.

3rd dose - Gangly Feet. You start to lose your balance, and your vision begins to blur. For 1 minute, you have disadvantage on all dexterity checks and attack rolls. Your strange way of moving around makes it difficult to foresee your actions. For the duration, you do not provoke opportunity attacks when moving in or out of an enemy's reach.

4th dose - Radiant Numbness. You fall prone as your whole body becomes numb. For 10 minutes, your movement becomes 0, and you automatically fail any dexterity or strength saving throw. Your mind is confused in a way you become unable to communicate properly. For the duration, you lose proficiency in all languages.

5th dose - Dawn Awakening. You lose all effects from previous doses of this magic sake. You gain 30 temporary hit points. For 1 minute, your body begins to exhale radiant energy shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Your eyes turn pure white, and you gain a flying speed of 60ft as your body turns light as a feather.

For the duration, you gain an additional action on each turn. That action can only be used to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use Object action. Weapon attacks you make cause an additional 1d10 radiant damage.

In addition, you can use your action to exhale a radiant beam from your eyes on a 5 by 30 ft line. Each creature in the area must make a DC15 Dexterity Saving Throw. A creature takes 4d6 radiant damage on a successful save and half as much damage on a successful one.

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The effects of drinking more than 5 doses of this magic sake are unknown, but there are stories of warriors having their bodies consumed by light and disappearing forever. Once the effects of this drink end, you gain one level of exhaustion for each dose drunk.

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