A friend and I created the following magical artifact together and are looking for feedback on it. This is our first iteration and we are well aware that it is probably wildly overpowered, but bear with us and we greatly appreciate any suggestions or constructive criticism on how to make it better. Thanks everybody! : ) Also just for clarification, Deros is a home-brew deity that my friend created for is campaign
Any stats or abilities that are not explicitly changed in the following text are assumed to be identical to those listed under the longship stats in UA: Of Ships and the Sea
Ship of Deros (longship)
AC 15
HP 300
HP Threshold: 15
Stories tell of a legendary ship, blessed by Deros, that destroyed all in its path on the open waters. Dreaded pirate Grimlore the Tyrannical was said to be in possession of this ship, however he and his crew mysteriously disappeared long ago in a terrible storm somewhere south of the Forbidden Isles.
The ship is magically propelled by a powerful gust spell, as well as enchanted oars.This allows for only a skeleton crew to run this ship effectively.The Ship of Deros is sentient and vows to protect any captain worthy enough to man it.To be considered worthy, one must have the sailor’s background (or have experience in sailing), be proficient in navigator’s tools, and have a survival and intimidation modifier of at least +3.Upon boarding the ship for the first time, the ship invades the mind of the worthy character (Wisdom save DC 15).If the character succeeds, he/she can decide whether or not to allow the ship to communicate with them.If they reject the sentient presence of the ship, the Ship of Deros rejects them as captain and becomes easily hostile towards the character.If the character either fails the save, or allows the ship to enter their mind, the ship them sifts through this person’s memories, skills, intentions, etc. and decides whether it, the ship, wants this candidate to become the next captain.If the ship determines a person worthy to become its captain, the two form a psychic bond; the ship using the captain as a channel for the following abilities.
The Ship of Deros has 20 charges for the following properties.The staff regains 2d8 + 4 expended charges daily at dawn.If you expend the last charge, the ship cannot use these properties for one week.
Spells.While on board this ship, the captain can use an action to expend 1 or more of its charges to cast one of the following spells from it.Spells cast by the ship have a save DC of 17.Any concentration requirements are channeled through the captain, requiring them to make concentration checks to maintain spells if the ship, or the captain themselves, take damage.
Cantrips (at will): Gust, Thunderclap
Level 3 (3 charges):Fireball
Level 6 (6 charges): Find the Path
Level 7 (7 charges): Fire Storm
Level 8 (8 charges):Control Weather, Tsunami
Level 9 (9 charges):Storm of Vengeance
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A friend and I created the following magical artifact together and are looking for feedback on it. This is our first iteration and we are well aware that it is probably wildly overpowered, but bear with us and we greatly appreciate any suggestions or constructive criticism on how to make it better. Thanks everybody! : ) Also just for clarification, Deros is a home-brew deity that my friend created for is campaign
Any stats or abilities that are not explicitly changed in the following text are assumed to be identical to those listed under the longship stats in UA: Of Ships and the Sea
Ship of Deros (longship)
AC 15
HP 300
HP Threshold: 15
Stories tell of a legendary ship, blessed by Deros, that destroyed all in its path on the open waters. Dreaded pirate Grimlore the Tyrannical was said to be in possession of this ship, however he and his crew mysteriously disappeared long ago in a terrible storm somewhere south of the Forbidden Isles.
The ship is magically propelled by a powerful gust spell, as well as enchanted oars. This allows for only a skeleton crew to run this ship effectively. The Ship of Deros is sentient and vows to protect any captain worthy enough to man it. To be considered worthy, one must have the sailor’s background (or have experience in sailing), be proficient in navigator’s tools, and have a survival and intimidation modifier of at least +3. Upon boarding the ship for the first time, the ship invades the mind of the worthy character (Wisdom save DC 15). If the character succeeds, he/she can decide whether or not to allow the ship to communicate with them. If they reject the sentient presence of the ship, the Ship of Deros rejects them as captain and becomes easily hostile towards the character. If the character either fails the save, or allows the ship to enter their mind, the ship them sifts through this person’s memories, skills, intentions, etc. and decides whether it, the ship, wants this candidate to become the next captain. If the ship determines a person worthy to become its captain, the two form a psychic bond; the ship using the captain as a channel for the following abilities.
The Ship of Deros has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, the ship cannot use these properties for one week.
Spells. While on board this ship, the captain can use an action to expend 1 or more of its charges to cast one of the following spells from it. Spells cast by the ship have a save DC of 17. Any concentration requirements are channeled through the captain, requiring them to make concentration checks to maintain spells if the ship, or the captain themselves, take damage.
Cantrips (at will): Gust, Thunderclap
Level 3 (3 charges): Fireball
Level 6 (6 charges): Find the Path
Level 7 (7 charges): Fire Storm
Level 8 (8 charges): Control Weather, Tsunami
Level 9 (9 charges): Storm of Vengeance