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Last Breath

Weapon (war fan), rare (requires attunement)

Component: pouch of Celestial (yashiro-gani) dust

It is the spirit that lasts eternal, lingering long after the body decays. It is the spirit that bears the weight of one’s actions, to be judged by the gods. It is the spirit that contains one’s true essence, the purest state of being… So why waste time attacking the body when you could be going for the spirit instead?

This weapon deals an extra 1d6 necrotic or radiant damage (your choice each time) to the first target it hits on each of your turns.

Soulwind. As an action while holding this fan, you can wave it to create a powerful gust of wind in a 30-foot cone, which buffets the spirit rather than the body. Each creature in the area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 6d6 necrotic damage and has its spirit or animating energy momentarily blown out of its body, which causes it to be stunned until the start of its next turn, when the spirit returns. A creature with the Incorporeal Movement trait instead makes a DC 15 Strength saving throw, takes radiant damage instead of necrotic damage, and is pushed 30 feet away from you instead of being stunned. On a successful save, a creature takes half as much damage and suffers no additional effects. Once this property of the fan has been used, it can’t be used again until the next dawn.

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Uncommon variant: Reduce the DCs to 13 and the extra damage to 1d4. The Soulwind property deals no damage.

Very rare variant: Increase the DCs to 16 and the damage of the Soulwind property to 8d6. The weapon deals an extra 1d6 necrotic or radiant damage (your choice each time) to each target it hits, instead of the first one on each of your turns.

Legendary variant: Increase the DCs to 17 and the damage of the Soulwind property to 10d6. The weapon deals an extra 1d6 necrotic or radiant damage (your choice each time) to each target it hits, instead of the first one on each of your turns. A creature that fails the saving throw against the Soulwind property is stunned until the end of its next turn, or pushed 60 feet away from you instead if it has the Incorporeal Movement trait.

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War Fans

War fans are martial melee weapons consisting of folding fans reinforced with wood or metal. The edges contain razor-sharp blades, but they can also be used as bludgeoning weapons when closed. They have the light, finesse, and adaptable (bludgeoning) properties, deal 1d4 slashing damage on a hit, and count as monk weapons. They also have the Special: Fan Shield property.

Adaptable. This weapon can be used with differing techniques, allowing it to deal different types of damage. A damage type in parentheses appears with the property—when a creature makes a weapon attack with this weapon, it can choose either the weapon’s normal damage type or this type.

Special: Fan Shield. When you are hit by an attack made with a Tiny projectile, such as a thrown dagger, dart, arrow, or bullet, while holding this weapon, you can use your reaction to open the fan and attempt to deflect the projectile. You gain a +1 bonus to AC against the triggering attack, potentially causing it to miss.

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