Voyages On The Scattersea
Voyages On The Scattersea
Voyages On The Scattersea
VOYAGES ON
THE
SCATTER-
5
SEA Magic items, spells, and monsters from the restless waves in
the prehistoric world of Planegea. BY BECKWITH & GABLE
THE SECRET OF SHELL SHRINE | SOMERVILLE
VOYAGES on the SCATTERSEA
––––———————–—— Magic items, spells & monsters from the rugged archipelago west of the Sea Empire —————————–––––
The waves of Scattersea never Underwater Breathing. You can breathe underwater.
rest—nor do its islands, which swim
Living Tentacles. You can use your action to control up
through the warm water in to 8 of the tentacles. You can use the tentacles to
unpredictable patterns, shifting like manipulate an object, open an unlocked door or
the stars above. On these sunlight container, stow or retrieve an item from an open
waves, blessed by the whale goddess container, or pour the contents out of a vial. The
tentacles have a reach of 20 feet. Each tentacle can't
Mala Long-Song, catamarans surge Attack, activate magical items, or carry more than 10
from shore to shore, navigating by pounds.
instinct and the memories of elders.
Here, great beasts of the deep lurk, Additionally, you have advantage on ability checks made
to escape from nonmagical restraints, such as rope
and every island jungle is filled with
bindings or a creature that is grappling you.
threat and promise. Those who dare
to sail over these seas might Camouflage. The cloak’s coloration shifts to match its
encounter the items, magic, and surroundings. You gain a +5 bonus to Dexterity (Stealth)
monsters told of in this month’s checks.
Echoes of Planegea. Propel. While underwater, the cloak’s tentacles aid your
movement. You gain a swim speed of 30 feet, or if your
Magic Items swim speed is already 30 or greater, it instead increases
by 10.
CEPHALON’S EMBRACE
Ink Cloud. You can use your bonus action to release a
Wondrous item (cloak), very rare (requires attunement).
cloud of black fog and move up to half your speed. The
fog which fills a 20-foot radius centered on you. The
This cloak is comprised of 8 rubbery tentacles,
fog’s area is heavily obscured for all creatures except
connected by a skin membrane and attached to a collar
you, and lasts until the end of your next turn. This
and hood. The tentacles are slightly damp to the touch,
property can be used twice, and regains all uses daily at
and they occasionally twitch and curl, as if alive. You
dawn.
gain the following benefits while wearing this cloak:
Unarmed strikes made with these gauntlets deal an A pair of fins have been carved along the spine of this
additional 1d4 bludgeoning damage. dart. When you call the word “feast” and release this
dart, it streaks towards a target that you can see within
Whenever you attempt to grapple a creature or maintain 60 feet, or 120 feet if both you and your target are
a grapple, you can roll a d6, adding the number rolled to underwater. Upon reaching the target, the dart
the check’s total. transforms into a shark, which immediately bites the
target, making a melee weapon attack against it with a
As a bonus action, you can crush a creature you’re +9 bonus to hit and dealing 22 (4d10) piercing damage.
grappling. Make a Strength (Athletics) check contested If the target is a creature that does not have all its hit
by the creature’s Strength (Athletics) or Dexterity points, this attack is made at advantage.
(Acrobatics). On a success, the creature takes damage
as if it were hit by your unarmed strike. Hit or miss while out of water, the shark then transforms
back into a dart, and the dart then loses its magical
properties, becoming ordinary.
DEEPLIGHT STONE
Wondrous item, common Hit or miss while in water, the shark then lands prone in
an unoccupied space within 5 feet of the target. This
While submerged in water, this stone glows orange, shark is hungry, and hostile to all nearby creatures. This
emitting bright light in a 20-foot radius, and dim light for shark uses the Hunter Shark statblock.
an additional 20 feet.
Small holes have been drilled through this short length You have a +1 bonus to attack and damage rolls made
of reed tube, which has been sealed at both ends and with this magic weapon. A 60-foot length of magic rope
fashioned into a mouthpiece. is fused with the haft of this spear, and it is not perfectly
clear where the rope ends and the spear begins. The
While wearing this reed over your mouth, you can rope is visible, but intangible, and physical interactions
breathe underwater up to depths of 90 feet. with the rope, such as attempts to cut or tear it, are
futile.
Rip. You rip the spear out of the speared creature. The
creature takes 2d6 piercing damage and you reel the
spear up to 30 feet towards you.
While you hold this staff, you have advantage on ability You have a +1 bonus to attack and damage rolls made
checks and saving throws to resist being knocked prone with this magic weapon, which deals an extra 1d8
or moved against your will. poison damage equal to the weapon’s damage die on a
hit.
This staff can be wielded as a +3 quarterstaff that deals
an extra 1d6 acid or cold damage (your choice). It also Once per turn, when you hit a target with a weapon
has the following additional properties. When one of attack, it must succeed on a DC 15 Constitution saving
these properties is used, it can't be used again until the throw or become poisoned until the start of your next
next dawn. turn.
WEAKENING WEAPON
Weapon (any), rare (requires attunement).
While in the form of a watery puddle, the target can't Casting Time: 1 bonus action
talk or manipulate objects, and any objects it was Range: 60
carrying or holding can't be dropped, used, or otherwise Components: V, S, M (A chunk of dried coral)
interacted with. The target can't attack or cast spells. Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid
Spectral barnacles and coral growths appear on a Until the spell ends, your body is surrounded by ribbons
weapon you touch. Until the spell ends, the weapon of flowing water, and you gain the following benefits:
deals an additional 2d6 poison damage and a creature
hit by this weapon is poisoned until the end of its next ● You are immune to acid damage and have
turn. If the weapon is nonmagical, it becomes magical resistance to cold damage.
for the duration. ● You gain a swimming speed of 60 feet. In
addition, you can breathe underwater.
● You can use your action to magically shoot
water in a 30-foot line that is 5 feet wide
Geyser extending from you in a direction you choose.
2nd level evocation Each creature in the line must make a Dexterity
saving throw. A creature takes 4d6 bludgeoning
Casting Time: 1 action damage on a failed save and, if it is Huge or
Range: 60 feet smaller, is pushed up to 10 feet away from you
Components: V, S, M (A hint of lime) and knocked prone. On a success, a target takes
Duration: Instantaneous half the bludgeoning damage, but is neither
Classes: Druid, Sorcerer, Wizard pushed or knocked prone.
ACTIONS
Hold Breath. The reaver can hold its breath for 1 hour.
Crushing Breach (Recharge 5-6). The reaver moves up
to its speed. If this movement brings it to the surface of
Blind Senses. The reaver can't use its blindsight while
a body of water, it rises out of the water before dropping
deafened.
into a devastating breach. The reaver chooses a 25-foot
square within 5 feet. Each creature in the area must
Keen Hearing. The reaver has advantage on Wisdom
succeed on a DC 19 Dexterity saving throw.
(Perception) checks that rely on hearing.
On a successful save, the creature can choose to be
pushed into an unoccupied space within 5 feet of one of
the square's outside faces. A creature that chooses not
to be pushed or does not have the space to be pushed
suffers the consequences of a failed saving throw, as
the reaver's bulk is too great to avoid otherwise. On a
failed save, a creature takes 44 (8d10) bludgeoning
damage and falls prone. Objects in the area that are not
worn or carried take 88 (20d10) bludgeoning damage.
ACTIONS
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