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This wheel can be worn on the user’s Back or wielded as a Shield. If the latter, the ghostly hands will grip onto the arm for use.
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When wielded as a Shield, it grants a +3 bonus to AC. This is in addition to the Shield’s normal bonus to AC.
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Idle Hands: While the user is wearing or carrying the wheel, they can cast the Mage Hand cantrip from it. In Daylight, the hand is Invisible, and in Dim Light or at Night, it takes on the sickly, glowing visage of its undead brethren.
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Death’s Grip: As a Reaction when a creature within 5ft of the user makes an Attack against them, the user can conjure the ghostly hands of the wheel to grab at the attacker, imposing Disadvantage on the Attack Roll.
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From the Depths: As an Action while touching the wheel, the user can summon The undertide causing it to burst forth from beneath the waves or earth in an unoccupied area within 200ft of the user. While wielding All Hands within 500ft of The Undertide, the user can control the ship as if manning the helm. The Undertide lasts until it is reduced to 0 HP or the user dismisses it as an Action. Once used, this property can’t be activated again until the next Dusk.
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Cursed Grip: When the user is reduced to 0 HP or attempts to break their Attunement to All Hands, they must make a DC:16 Constitution saving throw. On a Success, they are Immune to this effect for 24 hours. On a Failure, the hands of the helm rip out the soul of the user, causing Instant Death and dragging their soul into the depths to join the crew of The Undertide as a faceless Shadow.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Bonus: Armor Class, Combat, Warding
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