Channel Divinity: Melora
A whopping two page article that details seven thematic magic items centric to Melora: two weapons, a consumable, one foot-slot, one symbol, and two wondrous items. Just...just ignore the stupid picture.
- The weapon properties basically let you use some ranged and all melee weapons underwater with a problem, and the activated powers let you either push a target or generate a swirling vortex that sucks creatures towards you.
- Flamebane bombs do quite a bit for level 3+ alchemy items. They dont deal damage but could be a fucking godsend (see what I did there?) against anything that uses fire, at all: save against ongoing fire damage, deactivates fire auras for a tick, and it can also disrupt fire zones. It does all of these things in a small area of effect. All of them.
- Surfsurge shoes are kinda goofy: you can opt to slide when you are subjected to forced movement, and can create a wave of rushing water to move you as a daily property. I guess its a new take on an old concept.
- The symbol of the deep is basically any other symbol, but the daily effect imposes a bucket-full of conditions with a save-ends clause.
- Battle standard of the tides constantly pushes non-aquatic enemies away, and all baddies treat it as difficult terrain. Its an automatic effect so could be quite handy in keeping monsters away from casters and ranged characters.
- Now, the jade sea snake is only level 10 and basically serves as a feasible and reasonable plot device to get characters under the sea. It can carry up to six Medium or smaller critters, allowing the party to bring along a guide or whatever in addition to letting you breathe and speak normally. If you have Mounted Combat you dont provoke opportunity attacks...even the snake. Ride the snake.
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