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Weapon (whip), rare (requires attunement)

At first glance, this vitriolic whip appears to be an ornate handle or baton, constructed out of polished, glossy blue scales of lapis lazuli. With lightning speed, a lash of crackling electricity can spark into life, channeling the fiercely territorial nature of the blue dragon.

While grasping the handle of this weapon, you can use a bonus action to cause a lightning whip to form from its tip, or make it disappear. This magic whip adds 10 feet to your reach when you attack with it on your turn (instead of 5 feet), deals lightning damage instead of slashing damage, and deals an extra 1d4 lightning damage to any target it hits. The whip has 3 charges and regains all expended charges daily at dawn.

Static Field. While holding the whip, a 20-foot-radius sphere of static electricity centred on you causes creatures’ hair to stand on end. Whenever a creature you can see moves into or within this sphere, you can use your reaction to expend 1 charge, forcing the creature to make a DC 15 Constitution saving throw as the static discharges towards it. On a failed save, the creature takes 6d4 lightning damage and its speed is reduced by 15 feet until the start of its next turn. On a successful save, the creature takes half as much damage and its speed isn’t reduced.

Patient Observer. While holding this weapon, you gain the patient observational habits of a hunting blue dragon. As a bonus action, you can attempt to discern weaknesses and openings in a creature you can see within 60 feet of you. Make a Wisdom (Insight) check contested by that creature’s Charisma (Deception) check. If you succeed, you gain advantage on the next attack roll you make against that creature before the end of your current turn.

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Uncommon variant. The whip deals an extra 1d4 lightning damage to the first target it hits on each of your turns, instead of every target. Reduce the Static Field property’s save DC to 13 and damage to 4d4.

Very Rare variant. Increase the extra lightning damage on a hit to 1d6, the Static Field property’s save DC to 16, and the number of charges to 6. The whip regains 1d4 + 2 expended charges daily at dawn.


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