Armor (leather), rare (requires attunement by a you must wear the coat for one hour to attune)

While wearing this magical coat, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the coat inflates and causes you to rise 10 feet p/s toward the surface.

Captains orders: 
 

  • Cost: 1 bonus action
  • Range: 60 feet
  • Duration: 1 round

Once per day while wearing this magical coat you may issue a one word command and force up to 6 creatures you can see within range to make a DC15 wisdom saving throw, creatures that fail must then follow through with that order.
The spell has no effect if the target is undead, immune to charm effects, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Notes: Set: Innate Speed (Swimming), you must wear the coat for one hour to attune, Movement, Exploration, Combat, Warding

Item Tags: Movement Exploration Combat Warding

PippaFTW

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