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Seadog’s Sceptre

Rod or staff, rare (requires attunement)

Component: Undead bone

Carved from the figureheads of sunken ships, these sceptres are constantly dripping with the bitter saltwater of sailors’ graves, and they don’t appreciate you splashing it all over the captain’s quarters!

This sceptre has 7 charges and regains 1d4 + 3 expended charges daily at dawn.

Spells. While holding this sceptre, you can expend 1 or more of its charges to cast one of the following spells from it (save DC 15): call lightning (3 charges), calm waters* (2 charges), control water (4 charges), fog cloud (1 charge), or riptide* (2 charges).

Figurehead. Over the course of a minute, you can perform a ritual to magically attach the sceptre’s figurehead to a water vehicle, replacing the existing figurehead if it has one, or to remove the figurehead from a water vehicle it’s attached to. While attached this way, the sentience of the sceptre extends to the entire vehicle, and the sceptre gains limited control over the vehicle’s functions. You can issue mental commands to the sceptre while aboard the vehicle, allowing it to steer the vehicle and perform basic tasks like raising and lowering sails. Additionally, you can use the vehicle’s helm (or equivalent) as if it were the sceptre for the purpose of its Spells property. Spells cast from the sceptre while it is attached in this way can originate from any point on the ship and can target water vehicles as if they were creatures.

Sentience. A seadog's sceptre is a sentient, chaotic neutral item with an Intelligence of 12, a Wisdom of 14, and a Charisma of 16. It has hearing and darkvision out to a range of 60 feet. The item can communicate telepathically with any creature touching it and can speak and understand Aquan and Common.

Personality. The seadog's sceptre has the voice and disposition of an old sailor, and will frequently recount old tales of the sea and give unsolicited sailing advice whenever there’s someone to listen. It gets rather attached to its crew and will curse at any rival ships or crews it can detect.

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Calm Waters
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot-cube)
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Bender (water), Druid, Ranger, Wizard

With a calming gesture and soothing Aquan word, you still the water in a 60-foot-cube within range. In the area, a tumultuous stream becomes swimmable, a stormy ocean gains a moment of reprieve, and the effects of water-based spells of 2nd level or lower, such as the riptide spell, are suppressed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of water-based spells suppressed by this spell increases by 1 for each slot level above 2nd.

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Riptide
2nd-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bender (water), Druid, Sorcerer, Warlock, Wizard

Choose one creature you can see within range that is in at least 2 feet of water and choose a direction. Turbulent currents wrap around the creature. For the duration, the target must make a Strength saving throw at the start of each of its turns. On a failure, it is dragged 30 feet in the direction you chose, and its swimming speed is reduced to 0 feet until the start of its next turn. On a success, the creature can move normally until the start of its next turn.

As a bonus action on your turn, you can change the direction of the underwater currents. The spell ends early if the creature is ever out of the spell’s range or is no longer in water at least 2 feet deep.

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Uncommon variant: Reduce the DC to 13, the charges to 4, and the recharge to 1d2 + 2. Remove call lightning and control water from the Spells property’s spell list.

Very rare variant: Increase the DC to 16, the charges to 10, and the recharge to 1d6 + 4. Add incorporeality* (5 charges) to the Spells property’s spell list.

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Incorporeality
5th-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Druid, Sorcerer, Tamer, Warlock, Wizard

You touch a willing creature, causing it, and everything it is wearing and carrying, to become translucent. At the start of each of the target’s turns for the duration, it can choose to become incorporeal (no action required) until the end of its turn. While incorporeal, it has advantage on Stealth checks; it gains resistance to nonmagical bludgeoning, piercing, and slashing damage; and it can move through other creatures and objects as if they were difficult terrain. If the target ends its turn inside an object, it is shunted to the nearest unoccupied space, taking 1d10 force damage for every 5 feet it is shunted.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose to increase the spell’s duration, or the number of targets, for each slot level above 5th. If you choose duration, the duration increases in increments to 10 minutes (6th level), 1 hour (7th level), 8 hours (8th level), or 24 hours (9th level). If you choose to increase the number of targets, the number increases by 1 for each slot level.

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