Sunfeather Shroud
Wondrous item, uncommon (requires attunement)
The pelt of a suneater owlbear possesses a brilliant dichromatic effect causing it to sparkle in the sunlight, conferring the ability to dance between patches on sunlight. Particularly well-crafted specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light.
Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in bright light. When you do so, roll a d6. On a 1, you can’t use the Sunstep property again until the next dawn.
Rare variant: While you wear this shroud, you have advantage on Intimidation checks. The shroud has the Blinding Flash property:
Blinding Flash. As an action, you can cause the featherfronds to erupt in a dazzling display of bright light. Each creature within 15 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for the next minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you activate this property, you can’t do so again until the shroud spends at least 1 hour absorbing bright, direct daylight.
Very rare variant: While you wear this shroud, you have advantage on Intimidation checks and resistance to radiant damage. The shroud gains the Blinding Flash property and you needn’t roll a d6 when you use the Sunstep property; you can use it at will.
The pelt of a suneater owlbear possesses a brilliant dichromatic effect causing it to sparkle in the sunlight, conferring the ability to dance between patches on sunlight. Particularly well-crafted specimens can augment the magic of the featherfronds, allowing them to generate blinding flashes of light.
Sunstep. When you are in bright light, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in bright light. When you do so, roll a d6. On a 1, you can’t use the Sunstep property again until the next dawn.
Rare variant: While you wear this shroud, you have advantage on Intimidation checks. The shroud has the Blinding Flash property:
Blinding Flash. As an action, you can cause the featherfronds to erupt in a dazzling display of bright light. Each creature within 15 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for the next minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you activate this property, you can’t do so again until the shroud spends at least 1 hour absorbing bright, direct daylight.
Very rare variant: While you wear this shroud, you have advantage on Intimidation checks and resistance to radiant damage. The shroud gains the Blinding Flash property and you needn’t roll a d6 when you use the Sunstep property; you can use it at will.
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