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Weapon (rapier), uncommon

A tool-weapon inspired by the Clockwork Nirvana, a plane of precise law and order, this blade is equally capable of repairing mechanical marvels or incapacitating malfunctioning automatons. On the Material plane, such weapons are carried by tech-priests, holy clerics whose altar is a forge.

This magic weapon has 8 charges and regains 1d6 + 2 charges daily at dawn.

Arclight Weld. When you hit a target with a weapon attack using this weapon you can pull a concealed trigger to expend a charge and cause a flash of lightning to burst from your weapon. The target takes an additional 1d4 lightning damage. In addition, if the target is made of non-magical metal or is a creature wearing non-magical metal armour, it must succeed on a DC 13 Strength saving throw or have the metal become welded. While wearing welded armour, or while its body is welded, the creature gains the welded condition: its speed is reduced by 10 feet for each welded stack it has accumulated.

Unwelding. All stacks of the welded condition can be ended in one of two ways: brute force or delicate tinkering.

  • Brute Force. A welded creature can use its action to make a DC 13 Strength. On a success, it removes the welded condition but damages the metal, gaining a permanent -1 to its AC while it wears the armour, until the armour is repaired. On a failure, nothing happens.
  • Tinkering. A creature can spend 10 minutes to make a DC 13 Dexterity (smith’s or tinkerer’s tools)* check. On a success, it ends the welded condition. On a failure, it ends the welded condition but damages the metal, conferring a permanent -1 to its AC while it wears the armour, until the armour is repaired.

**Dexterity (smith’s tools) means two things: (i) You must have the tools to attempt the action, and (ii) You can add your proficiency bonus if you have proficiency with those tools.

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Rare variant: Increase the number of charges to 10, the recharge to 1d8 + 2, the lightning damage to 1d8 and all DCs to 15.

Very rare variant: Increase the number of charges to 12, the recharge to 1d10 + 2, the lightning damage to 2d6 and all DCs to 16.

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