Shadowstalker Garb
Armor (any light or medium), rare (requires attunement)
This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand.
Whilst attuned to this item you are proficient with the Dexterity (Gliding) skill. You can use your mechanical wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage (except for falling damage sustain due to the ‘Death From Above’ feature). In addition, you can move up to 2 feet horizontally for every 1 foot you fall. Whilst gliding you have advantage on Dexterity (Stealth) checks to avoid being heard.
Take-off. You can activate your wings and gain a flying speed of 30 feet for 10 minutes. This property can’t be used again until you finish a short or long rest.
Death From Above. As a bonus action you may fold yourself into a dive position. You gain a ‘diving speed’ of 120 ft, which can only be used to drop directly downwards. If you hit a creature with a melee weapon attack after dropping in such a way you deal an additional 1d6 damage for each 10 feet dived.
If you miss the melee weapon attack you can use your reaction to flare your wings and pull out of the dive. Make a Dexterity (Gliding) check. The DC for this check starts at 0 and increases by 2 for each 10 feet dived before the attack. On a success you swoop back up to half your previous altitude. On a failure you crash, taking 1d6 bludgeoning damage per 20 feet dived.
This mechanical garb was tailor-made to allow assassins to glide over their target without being heard, before eliminating them with a swift, swooping attack. Anton Spark, the famous tinkerer, modelled this design after a snowy owl silently snatched a doughnut from his hand.
Whilst attuned to this item you are proficient with the Dexterity (Gliding) skill. You can use your mechanical wings to slow your fall or allow you to glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage (except for falling damage sustain due to the ‘Death From Above’ feature). In addition, you can move up to 2 feet horizontally for every 1 foot you fall. Whilst gliding you have advantage on Dexterity (Stealth) checks to avoid being heard.
Take-off. You can activate your wings and gain a flying speed of 30 feet for 10 minutes. This property can’t be used again until you finish a short or long rest.
Death From Above. As a bonus action you may fold yourself into a dive position. You gain a ‘diving speed’ of 120 ft, which can only be used to drop directly downwards. If you hit a creature with a melee weapon attack after dropping in such a way you deal an additional 1d6 damage for each 10 feet dived.
If you miss the melee weapon attack you can use your reaction to flare your wings and pull out of the dive. Make a Dexterity (Gliding) check. The DC for this check starts at 0 and increases by 2 for each 10 feet dived before the attack. On a success you swoop back up to half your previous altitude. On a failure you crash, taking 1d6 bludgeoning damage per 20 feet dived.
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