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Wondrous item, uncommon (optional attunement)

Some assassins rely on stealth. Others, like the concubines of the Courteous Cabal, prefer to hide in plain sight, beguiling their quarry into a stupor before finishing them off with a quick slash.

Weapon. This magic fan can be used as a martial melee weapon. It has the finesse, light, and thrown (20/60 ft.) properties and deals 1d6 slashing damage on a hit. Ranged weapon attacks made with this fan ignore half cover.

Beguiling Dance. As an action while holding the fan you can begin a slow, hypnotic dance, causing the fan to glow with an ephemeral, beguiling light. Each humanoid of your choice within 15 feet of you must succeed on a Wisdom saving throw contested by your Charisma (Performance) check or be charmed by you until you stop dancing. You must use your bonus action each turn to continue dancing. The charm ends early if you’re ever more than 15 feet from your target or if you or your companions do anything harmful to it. When the effect ends, the creature knows it was charmed by you. Once you use this property, you can’t do so again until the following dawn.

Optional Attunement. While attuned to this fan you are proficient with it and you have advantage on Charisma (Performance) checks you make while holding this fan.

Sidebar - Exhaustion. To add a little realism and prevent a player dancing indefinitely, consider asking for a Constitution check for each 10 minutes spent dancing. Start the DC at 10 and increase it by 1 for each check made. On a failure, the dancing creature gains a level of exhaustion and the charmed creatures can repeat their Wisdom saving throw, contested by the dancer’s Charisma (Performance).

Very rare variant: You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you use Beguiling Dance, you can affect each creature (not just humanoid) of your choice within 20 feet of you.

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