[Elemental Explorers] Wind Whip (Patreon)
Content
Weapon (whip); uncommon (optional attunement)
Super-compressed ‘hard air’ is contained into a flexible magical field, and affixed to a handle of gold studded with sky blue topaz, aquamarine, and labradorite. A standard armament amongst the Aeolian Guard, this whip has the unique ability to extend beyond its standard reach and whip calm air into a raging whirlwind.
Long Reach. When you make a melee attack with the wind whip on your turn, your reach for it is 5 feet greater than normal.
Optional Attunement. If you choose to attune to this whip, it gains the Whirlwhip property while you remain attuned to it.
OA: Whirlwhip. As an action while you hold wind whip, you can whip a tornado into life in a space you can see within 15 feet of you. This tornado is a 5-foot-diameter, 20-foot-high cylinder of whirling wind that lasts for 1 minute or until you dismiss it as a bonus action. For the duration, whenever the tornado is within 15 feet of you and you are holding the wind whip, you can use your action to move the tornado up to 30 feet, ending its movement in a space within 15 feet of you that you can see.
Each creature whose space the tornado moves through for the first time on a turn must make a DC 13 Dexterity saving throw, taking 2d4 bludgeoning damage on a failure, or half as much damage on a success. A creature that starts its turn inside the tornado, or moves into the tornado for the first time on its turn, must make a DC 13 Strength saving throw. On a failure, a creature takes 2d10 bludgeoning damage and becomes restrained until the start of its next turn. On a success a creature takes half as much damage and does not become restrained. The restrained effect ends early if the creature no longer occupies the same space as the tornado. The tornado sucks up any Tiny objects that aren't secured to anything and that aren't worn or carried by anyone.
After you activate this property, you can’t do so again until the following dawn.
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Rare variant: You have a +1 bonus to attack and damage rolls you make with this weapon (non-attunement). Increase the diameter and height of Whirlwhip’s tornado to 10 feet and 30 feet, respectively; the DC to 15; the damage to 4d4 and 4d10, respectively.
Very rare variant: You have a +2 bonus to attack and damage rolls you make with this weapon (non-attunement). Increase Long Reach’s reach bonus to 10 feet. Increase the diameter and height of Whirlwhip’s tornado to 10 feet and 30 feet, respectively; the DC to 16; the damage to 4d4 and 4d10, respectively. You can summon and move the tornado within 20 feet of you, instead of 15 feet.
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