Armour of the Deep

Armour Type: Medium

Armour Class: Base armor class is 15 + Dexterity modifier (maximum 2). If the wearer is proficient in medium armour, they may add their proficiency bonus to the armour class as well.

Stealth: The armour imposes disadvantage on Dexterity (Stealth) checks made in natural environments such as forests and mountains, but imposes no penalty on checks made in aquatic environments.

Magical Properties: The armor is imbued with magic that enhances the wearer’s abilities. The following properties can be chosen:

Fish’s Grace: The wearer gains advantage on Strength (Athletics) checks made to swim or dive, and can breathe underwater.

Scales of Resistance: The armor provides resistance to a specific type of damage, chosen by the wearer during the armour’s creation. The types of damage available are acid, cold, fire, lightning, poison, and thunder.

Waterborne: The armour allows the wearer to move more quickly through water. The wearer’s swim speed is increased by 10 feet, and they gain advantage on Dexterity (Acrobatics) checks made to move or stay balanced in water.

Amphibious: The armour allows the wearer to move and fight effectively both in and out of water. The wearer’s movement speed is not reduced by water, and they do not suffer any penalties when fighting underwater.

Siren’s Call: As an action, the wearer can let out a beautiful, enchanting song that mesmerizes nearby creatures. All creatures within 30 feet of the wearer that can hear them must make a Wisdom saving throw (DC 15) or become charmed by the wearer for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The wearer can use this feature once per long rest.


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