You have a +2 bonus to attack and damage rolls made with this magic weapon.
Midnight Wolf is an Artifact Weapon with two forms, a sleeping form and a hunting form. While it is sleeping it gains the following properties:
Has 12 empty charges to start
With each attack that lands 1 charge is filled and the magical band begins to fill
When you score a Critical Hit 2 charges are filled
When you take damage from an enemy attack, 1 charge is filled
When all 12 charges are filled Sleeping Wolf becomes Hunting Wolf
While it is hunting it loses its sleeping properties and gains the following properties:
Pack Protection. When hunting, Midnight Wolf protects it wielder. The wielder gains +1 to AC
Fierce Hunting. When Midnight Wolf hits an enemy with an attack they have to make a Dexterity saving throw against the monk's DC. On a fail the weapon and user now has advantage on marked targets until the end of their next turn.
Wolf's Fang. When Midnight Wolf hits a marked target it does an extra 1d10 slashing damage. Each marked creature hit must make a Constitution saving throw against the monk's DC. On a fail the creatures begin to bleed, at that start of each of their turns creatures bleeding take 1d8 damage and can make another Constitution saving throw at the end of their turn.
If Midnight Wolf does not hit a target in a round when hunting, it loses 6 charges. If the amount of charges reaches 0 it goes back into its sleeping form.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, by a monk, Damage, Combat, Thrown, Versatile
A magic item that activates (or "hunts") in the middle of a battle is a really cool idea! There are only two things that I could say. 12 charges is a LOT. By the time you fill those up, there's a good chance the fight is over, and the charges don't really seem to be easy to keep between fights. Maybe reducing the charges by a few and making it so that you can choose to enter hunting form any time when you have max charges (instead of the moment you max them out) would make it so that you can use the ability at times when it matters. Also, it's not clear what you mean by marked. If you could specify which feature allows the wielder to mark, that would make it a lot clearer.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Oh shoot, you know I realized I had an ability previously but removed it because it was too strong. It had the marking ability on it. I'll fix that up.
As for the charges the reason I had 12 was because they could get 4 charges in a single round by attacking with their extra attack on top of getting hit against a multi attacking enemy. But I do see your point. What about 8? That way it could take two-three rounds (the campaign I'm using it for is a two person campaign). Also the reason it's not easy to maintain the charge is that I wanted it to be kinda like a bankai from bleach. Some of those need a charge up before they can be used. Thematically if it's not hunting (in between fights) it shouldn't be able to hold the charge.
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You have a +2
bonus to attack and damage rolls made with this magic weapon.
Midnight Wolf is an Artifact Weapon with two forms, a sleeping form and a hunting form. While it is sleeping it gains the following properties:
While it is hunting it loses its sleeping properties and gains the following properties:
If Midnight Wolf does not hit a target in a round when hunting, it loses 6 charges. If the amount of charges reaches 0 it goes back into its sleeping form.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, by a monk, Damage, Combat, Thrown, Versatile
A magic item that activates (or "hunts") in the middle of a battle is a really cool idea! There are only two things that I could say. 12 charges is a LOT. By the time you fill those up, there's a good chance the fight is over, and the charges don't really seem to be easy to keep between fights. Maybe reducing the charges by a few and making it so that you can choose to enter hunting form any time when you have max charges (instead of the moment you max them out) would make it so that you can use the ability at times when it matters. Also, it's not clear what you mean by marked. If you could specify which feature allows the wielder to mark, that would make it a lot clearer.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Oh shoot, you know I realized I had an ability previously but removed it because it was too strong. It had the marking ability on it. I'll fix that up.
As for the charges the reason I had 12 was because they could get 4 charges in a single round by attacking with their extra attack on top of getting hit against a multi attacking enemy. But I do see your point. What about 8? That way it could take two-three rounds (the campaign I'm using it for is a two person campaign). Also the reason it's not easy to maintain the charge is that I wanted it to be kinda like a bankai from bleach. Some of those need a charge up before they can be used. Thematically if it's not hunting (in between fights) it shouldn't be able to hold the charge.