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Weapon (any polearm), rare (requires attunement)

This polearm embodies the treacherous, deceitful essence of the green dragon. Foul poison drips from its curved, golden blade, warning that beneath its beautiful surface, this weapon is just as dangerous and deadly as it is elegant.

This magic weapon deals an extra 1d4 poison damage to any target it hits.

Breath of Betrayal. As an action while holding this polearm, you can exhale a subtle, poisonous mist that permeates the area around you. Each creature within 20 feet of you must succeed on a DC 15 Constitution saving throw or become poisoned until the end of its next turn. A creature that starts its turn while poisoned in this way must immediately use its reaction to make a weapon attack against another creature of your choice within range (or a random one if you choose no creature or are incapacitated). Once this property of the glaive has been used, it can’t be used again until the next dawn.

Cunning Feint. While holding this weapon, you gain the sly intelligence of a green dragon. As a bonus action, you can attempt to deceive a creature within 60 feet of you that can see you, tricking it into defending early against your attacks. Make a Charisma (Deception) check, contested by that creature’s Wisdom (Insight) 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 polearm deals an extra 1d4 poison damage to the first target it hits on each of your turns, instead of every target. Reduce the save DC to 13, and Breath of Betrayal targets a single creature within 30 feet of you, instead of each creature within 20 feet of you.

Very Rare variant. Increase the extra poison damage on a hit to 1d6 and the save DC to 16. A creature that fails the saving throw against Breath of Betrayal also takes 4d6 poison damage, or half as much damage if it succeeds.

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Breath of Betrayal

3rd-level enchantment

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S, M (a green reptilian scale)

Duration: Concentration, up to 1 minute

Class: Bard, Druid, Sorcerer, Warlock

You exhale a thin green mist in a 30-foot cone, attempting to debilitate creatures’ minds and bodies. Each creature in the area must succeed on a Constitution saving throw or be poisoned until the spell ends. A creature that doesn’t need to breathe automatically succeeds on this saving throw.

When a creature poisoned in this way starts its turn, it must immediately use its reaction to make a weapon attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within range of its attack.. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


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