NokiMo
William Brandes Stoddard
William Brandes Stoddard

patreon


More Aquatic Magic Items

Aquatic magic items? Still a stretch goal from the Under the Seas of Vodari Kickstarter that I need to knock out, and this is the blog where I do that. Check out all of the Seas of Vodari content here on Harbinger of Doom.

Narwhal’s Spiral Blade

Weapon (longspike), rare (requires attunement)

This magic weapon is made from attaching a hilt to a narwhal’s horn. You have a +1 bonus to attack and damage rolls you make with it. It deals an additional 1d8 damage to objects and structures, and an additional 2d8 damage to objects made of ice, including a wall of icespell.

Toamna’s Cowrie-Shell Necklace

Wondrous item, rare (requires attunement)

This necklace can be used as a spellcasting focus by druids, and by clerics of Ilu’Meri (Aubori), Mirta, and Toamna. While you are concentrating on a spell that creates, enhances, or conjures plants, vines, or plant creatures, you gain 1d8 + your spellcasting ability modifier temporary hit points at the start of your turn. Any remaining temporary hit points fade 1 minute after your concentration ends.

Ring of Deep Secrets

Ring, very rare (requires attunement)

This gold band is set with an opal, and only by gazing deep into the stone in dim light can you see the face of Morto, god of necromancy and secrets. While you wear this ring, you have advantage on Charisma (Deception) checks.

When you cast a spell that creates or conjures undead creatures, the undead that you create or conjure are the drowned dead, and gain resistance to fire and radiant damage. You can cast animate dead without expending a spell slot, and regain the use of this property each day at midnight.

Pike of the Varu Sentinel

Weapon (pike), legendary (requires attunement)

The haft of this pike is made from what appears to be wood, but with inlaid circuitry that glows blue-green when a humanoid touches it. The head of the pike is made of an ultra-hard ceramic. It has the following properties:

· You have a +3 bonus to attack and damage rolls you make with this magic weapon.

· As a bonus action while holding this weapon, you can change all damage that you deal with it to force or lightning damage for 1 minute.

· While you hold it, it sheds bright light in a 20-foot radius. As a bonus action, you can end this glow, turn it back on, or focus it into a 90-foot cone.

· Once on each of your turns when you hit an aberration with the pike, it takes an additional 2d10 damage.

· You can cast guiding bolt without expending a spell slot, using your choice of your Strength or Charisma as your spellcasting ability score. You can use this property three times and regain all expended uses each day at dawn.

· If you attack a creature with this weapon, or a guiding bolt cast with this weapon, and roll a 20 on the attack roll, you can immediately cast a guiding bolt on a different creature you can see within 120 feet. When you cast guiding bolt with this property, you don’t have disadvantage on ranged spell attacks that you make while a hostile creature is adjacent to you.

· You can read, write, and speak Celestial.

· You gain advantage on Intelligence checks to understand or use the objects or constructs of the ancients.

Dakri Blade of the Dark Lady

Weapon (dagger, sharktooth blade, or shortsword), legendary (requires attunement)

This weapon is made from bone or teeth, but ones that come from no recognizable creature above or below the waves. Circuitry set into the blade glows purple-red when a celestial or humanoid touches it. It has the following properties.

· You have a +3 bonus to attack and damage rolls you make with this weapon. While you are holding this weapon, you also gain a +3 bonus to attack and damage rolls you make using claws or teeth.

· You can see normally in darkness, both magical and nonmagical, to a distance of 90 feet.

· When you deal damage to a creature that is not a construct or undead with this blade, you know which direction they are in for the next 24 hours, as long as they are alive and on the same plane of existence as you.

· Once on each of your turns while you are holding this weapon, when you hit a celestial, fiend, or humanoid with a melee weapon attack, you deal 2d6 additional psychic damage.

· As an action, you can summon a chuul or a giant shark to a space within 30 feet of you. It obeys your mental commands. If you are incapacitated, it attacks the nearest creature that seems vulnerable. It disappears after 10 minutes, or when reduced to 0 hit points. You can use this property once, and regain the use of it each day at midnight.

· You can read, write, and speak Celestial.

Companion Orb of Cryptic Memory

Wondrous item, rare (requires attunement)

This orb is a sphere 3 inches in diameter, made of smoky glass inlaid with platinum circuitry. When you attune this item, it floats 18 inches from your head, always in your field of vision but never blocking what you want to see. It eludes anyone other than you that attempts to grab it.

You can add 1d4 to any Intelligence or Wisdom saving throw that you roll. When the d4’s result is a 4, the companion orb inserts a memory from the life of a dakri or varu from centuries ago.

Companion Orb of Crackling Conduction

Wondrous item, rare (requires attunement)

This orb is a sphere 3 inches in diameter, made of gold-plated ceramic inlaid with platinum circuitry. When you attune this item, it floats 18 inches from your head, always in your field of vision but never blocking what you want to see. It eludes anyone other than you that attempts to grab it.

When you take lightning damage or deal lightning damage to a creature, the orb gains a charge. When you deal damage with a weapon attack or a spell, you deal additional lightning equal to twice the number of charges in the orb. The orb can hold up to 5 charges, and loses all current charges when you haven’t taken lightning damage for 1 minute.

Design Notes

This collection has some items that aren’t externally obvious as aquatic items, but fit well in the aesthetic of the undersea and ancient peoples of Vodari – particularly the companion orbs. I also didn’t go all that heavily into weapons in previous posts, so I wanted to correct some of that here – I think we all agree that new magic weapons are some of the best for lighting up player interest?

It’s not too late to get in on pre-orders of Under the Seas of Vodari!

Comments

For these items, I followed two core criteria: 1. For weapons, shields, and armor, anything greater than a simple +X requires attunement. 2. For everything else, if there's a sense in the fiction that the item needs to "listen" to things happening to the user, be "smart" in any particular way, or interact with the user remotely, attunement is my explanation for how the item "knows" what to do. So it's very feel-based for me. I don't know the official thought-process on this, and I agree that more transparency would be very welcome there.

William Brandes Stoddard

These are a lot of fun. When designing items, how do you generally decide if they should require attunement? The DMG seems a bit thinner than I'd like when it comes to magic item design (both in-game process and game mechanics), and mostly seems to focus on "will this item passed around" and "stacking" bonuses.

Geoffrey Fortier


Related Creators