Guild Signet #7: Thymea's Stride (Thigh-May-Uhs Straɪd)

A pair of beautifully crafted greaves, intricately carved from the wood of the ancient dryad Thymea. The wood is a light, honey-colored hue with delicate veins of green and brown running throughout. The greaves are fitted with silver clasps and fasteners, and the edges are lined with small, gleaming emeralds.   When worn, Thymea's Stride provides the wearer with enhanced speed and agility, allowing them to move gracefully through even the densest of forests. The wood of the greaves is said to contain traces of Thymea's own magic, allowing the wearer to call upon the power of the natural world when needed.  

Thymea's Stride

Selesnya - Boots

 
Description: A pair of wooden greaves, honey-colored with veins of green and brown running throughout. The greaves are fitted with silver clasps and fasteners, and the edges are lined with small emeralds.   Known Abilities: The greaves give the wearer incredible speed and agility and are also rumored to have healing properties.   Whereabouts: In the possession of Emmara Tandris. It is believed that Emmara is unaware of the significance of the greaves.   Directives: No plan to obtain the greaves is in place as of yet. No current contacts within the Selesnya Conclave have be able to infiltrate Emmara Tandris's inner circle.
 

Homebrew

Thymea's Stride

Wondrous Item

Legendary Must be a member of the Selesnyan Conclave Requires Attunement


Verdancy


Verdancy channels the power of Mat'Selesnya's dominion over the natural world.

Verdancy can be activated as a bonus action and has no duration.

While Verdancy is active, the wearer's steps leave a trail of lush vegetation behind them. The vegetation decomposes after 1 hour, or immediately if Verdancy is deactivated.

Natural Restoration

Allies who pass through or start their turn on the trail may use their reaction to heal 2d8 + your Wisdom modifier hit points.

Allies who end their turn on the trail:

  • Gain temporary hit points equal to your proficiency bonus
  • Can end one poison or disease effect affecting them
  • Automatically stabilize if at 0 hit points

  • Bloom Burst

    As a bonus action, you can cause a point on the trail to rapidly bloom. This creates a 10-foot radius burst of dense foliage that:

  • Provides half cover for allies within it
  • Forces enemies entering it to make a Constitution saving throw against your spell save DC or become restrained by vines until the start of their next turn
  • Conceals any small objects or tracks within it

  • Verdant Growth

    By channeling your concentration for 10 minutes, you can cause the vegetation to grow into a dense structure. The structure's size can be up to a 15 foot radius. The structure provides full cover to any one behind it and is impassable by physical means. As an action, a character can make a DC 15 Athletics (Strength) check to destroy a 5 foot section of the structure.

    This structure can be climbed or walked upon. It can grow up walls or across gaps, creating natural bridges or climbing paths.



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