
DRENCH series · PDF
DRENCH: Drowned Salvage
DRENCH: Drowned Salvage. PDF supplement from Syncopated Games.
Contains images and text generated by AI.
Included files and content
- Digital PDF
- DRENCH series

DRENCH series · PDF
DRENCH: Drowned Salvage. PDF supplement from Syncopated Games.
Contains images and text generated by AI.

As a Magic action, you can speak the kettle's command word while it holds up to 1 gallon of water. Over the next minute, the water settles clear and is safe to drink: it is free of salt, silt, disease, and nonmagical poison. You can use this property any number of times.
Everything the water carried settles in layers on the kettle's bottom, and you can read them: salt for seawater, silt for field floods, ash for a burned building, rust for iron, and a bone-white grit if the water flowed over a corpse within the past day. The kettle has no effect on liquids other than water or on magical poison.

This cork has 3 charges and regains 1d3 expended charges daily at dawn. While wearing or holding the cork, you can take a Reaction when you or a creature you can see within 60 feet of you goes underwater or starts its turn underwater, expending 1 charge. That creature rises toward the surface at 60 feet per round and floats there face up for 1 minute after it reaches the surface, with its mouth and nose above water. It can't sink during that time, and it can end the effect on itself at any time (no action required).
The cork doesn't free a creature that is held in place. If that creature is freed before the minute ends, it rises then.
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