Flood Pauldron
Alter:This jewel-encrusted pauldron has the distinct appearance of a large conch shell. While wearing this pauldron, you can breathe underwater, and you have a swimming speed of 30 feet.
While worn, the pauldron releases a thin veil of illusory water, creating a small, watery cape behind you. While wearing it, you can use an action to speak its command word to cause the water to become real. When you do, the water pours from the shell in a flooding torrent that extends from you to form a 10 foot radius, 20 foot high cylinder of water that moves with you and remains centered on the ground beneath you. The cylinder lasts as long as you concentrate (as if on a spell), up to 10 minutes. However, if you move in such a way that casues you to leave the cylinder, such as by swimming upward and climbing out of it, the effect ends.
Any creature other than you in the cylinder when it appears must make a DC 13 Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is pushed away from you to the nearest unoccupied space outside of the cylinder. On a successful save, a creature only takes half the damage and isnt pushed.
Once this property of the pauldron has been used, it can't be used again until the next dawn.
Attunement: Yes
Rarity: Uncommon
Type: Accessory?
Cost: 150gp
While worn, the pauldron releases a thin veil of illusory water, creating a small, watery cape behind you. While wearing it, you can use an action to speak its command word to cause the water to become real. When you do, the water pours from the shell in a flooding torrent that extends from you to form a 10 foot radius, 20 foot high cylinder of water that moves with you and remains centered on the ground beneath you. The cylinder lasts as long as you concentrate (as if on a spell), up to 10 minutes. However, if you move in such a way that casues you to leave the cylinder, such as by swimming upward and climbing out of it, the effect ends.
Any creature other than you in the cylinder when it appears must make a DC 13 Strength saving throw. On a failed save, a creature takes 4d6 bludgeoning damage and is pushed away from you to the nearest unoccupied space outside of the cylinder. On a successful save, a creature only takes half the damage and isnt pushed.
Once this property of the pauldron has been used, it can't be used again until the next dawn.
Attunement: Yes
Rarity: Uncommon
Type: Accessory?
Cost: 150gp
Griffons Saddlebag, Vol II
Remove these ads. Join the Worldbuilders Guild
Remove these ads. Join the Worldbuilders Guild
Comments