Armor (studded leather), legendary (requires attunement by a submerging it and themselves in flowing water for the duration of attunement. )

This majestic studded leather armor glistens with wave like hues, as if you were peering into the deep itself. The armor is decorated with colorful coral and barnacles, and carries the scent of a warm sea breeze. The mantle, draped over the shoulder, teems with foamy azure cloth and bears the insignia of the mighty Triton's- sacred guardians to the oceans of Exandria, and beyond. While wearing this armor, you gain a +3 to your armor class. You have resistance to cold damage while you wear this armor. In addition, you have a swim speed of 50 ft.

Marine Communication. While wearing this armor, aquatic beasts have an extraordinary affinity with you. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, and you can understand them in return. This feature fails when trying to communicate complex ideas. In addition, while wearing this armor you know how to read, write, and speak the Aquan language.

Echolocation. While wearing this armor when swimming, you gain blindsense out to a range of 30 ft. 

Master of the Sea. This armor has 10 charges, and regains 1d6 +3 expended charges daily at dawn. While wearing this armor, you can use an action to expend one or more charges to cast: Shape Water (1 charge), Water Walk (2 charges), Tidal Wave (3 charges), Water Breathing (3 charges), Wall of Water (4 charges), Control Water (5 charges), Watery Sphere (5 charges), Tsunami (10 charges).

Aqueous Form. Once per day while donning this armor, you may use an action to take on the aspect of the Aquan Prince. For one hour, until in this form you drop to 0 hit points, or dismiss Aqueous Form as another action, you take on the form of a Water Elemental (as per a druid's Wild-shape). It regains the ability to do so at dawn.

While you are transformed in this way, the following rules apply:

  • Your game Statistics are replaced by the Statistics of the creature, but you retain your Alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
  • When you transform, you assume the creatures Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious.
  • You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your creature form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense.
  • You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form.

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Notes: Resistance: Cold, Bonus: Armor Class, submerging it and themselves in flowing water for the duration of attunement. , Communication, Movement, Combat, Warding

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2020 1:46:58 AM
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Item Tags: Communication Movement Combat Warding

Fade_Walker

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