Ashardalon's reach
Ashardalon's reach is the combination of the Devil's reach chain and the short sword Ashardalon's claw. The chain has coiled itself around your arm like a constrictor snake. Flakes of embers rise up in the air from where the chain digs into your muscles. It pulls tighter at signs of weakness, reminding you of your daunting task.
The chain is controlled mentally and needs no hands to wield. It is 10 ft. long.
Steel knuckles. As a bonus action, the chain can be wrapped around your knuckles providing +1 to hit and damage to your unarmed attacks.
Chained blade. The chain allows for you to attack with Ashardalon's Claw at the end of the chain.
Ashardalon's claw
Ashardalon's Claw is the magical short sword (+1 to hit, 1d6 + 1 piercing damage) attached at the end of the chain. It was designed to absorb the strength from dragon souls and transfer the power to the wielder.
The blade has the capacity to harness essence from three draconic souls. The power that the harnessed essence provides varies depending on type and age of the dragon.
Should Ashardalon's claw ever harness an Ancient dragon's essence, the blade also provides all the effects from the younger tiers.
| essence Type | Slumbering (wyrmling) |
Stirring (young) |
Wakened (adult) |
Ascendant (ancient) |
|---|---|---|---|---|
| Red | +1 fire damage | + 1d6 fire damage | +1 to hit 2d6 damage to all within 15 ft. on critical hits |
Critical hits cause you to erupt in a roaring cloud of fire (8d6). |
| Blue | +1 lightning damage | + 1d6 lightning damage | +1 to hit 2d6 damage to all within 15 ft. on critical hits |
Critical hits deliver a lightning bolt (10d6) from you, to the Claw. |
| Green | +1 poison damage | + 1d6 poison damage | +1 to hit 2d6 damage to all within 15 ft. on critical hits |
You are immune to being poisoned and disease. All attacks apply poison (CON save) |
| White | +1 cold damage | + 1d6 cold damage | +1 to hit 2d6 damage to all within 15 ft. on critical hits |
Critical hits freeze opponents: CON save or paralyze. Resistant to cold. |
| Black | +1 acid damage | + 1d6 acid damage | +1 to hit 2d6 damage to all within 15 ft. on critical hits |
Reaction: when damaged by acid, you heal instead for that amount instead. |
| Metallic | +1 radiant damage | + 1d6 radiant damage | +1 to hit 2d6 damage to all within 15 ft. on critical hits |
+1 to AC. You cannot be charmed or frightened. |
Additional features:
Upon levelling up, choose a number of features equal to 1/3 of your level (rounded down). Tier 1 must be unlocked before unlocking tier 2, and tier 2 before tier 3.
◯ Lengthened chain. The chain's reach increases by 10 feet (locked until personal quest progressed to early game)
◯ Reaching chain. The chain's reach increases by 10 feet (locked until personal quest progressed to mid game)
◯ Boundless chain. The chain's reach increases by 30 feet and it ignores up to 3/4 cover. (locked until personal quest progressed to late game)
◯ Niv-Mizzet's claw. Increase the blade's damage to 1d8. (locked until personal quest progressed to early game)
◯ Arauthator's claw. Increase the blade's damage to 1d10. (locked until personal quest progressed to mid game)
◯ Voaraghamanthar's claw. Turns the blade's damage to 1d12 force. (locked until personal quest progressed to late game)
◯ Chain Guard. As a reaction, gain +1 AC against one attack. (locked until personal quest progressed to early game)
◯ Deflection. As a reaction, gain +1 AC against one attack. (locked until personal quest progressed to mid game)
◯ Perfect Defense. As a reaction, negate all damage from a physical attack. (locked until personal quest progressed to late game)
◯ Chain lash. After hitting an enemy, you can snap the chain towards an enemy within 5 ft. dealing 1d8 + Dexterity bonus in damage (locked until personal quest progressed to early game)
◯ Chain serpent. Increase the range to 10 ft. and the damage to 2d8 + your Dexterity bonus. (locked until personal quest progressed to mid game)
◯ Chain storm. Once per short rest, your chain attack can target up to 3 creatures within 15 feet of each other (locked until personal quest progressed to late game)
◯ Chained piton. As an action, you can hurl and lodge the blade into solid material hard enough to support your weight. (locked until personal quest progressed to early game)
◯ Chained leap. As a bonus action, you can hurl and lodge the blade into solid material, yank on the chain doubling your jump distance/height. (locked until personal quest progressed to mid game)
◯ Chained traversal. As an action, you can hurl and lodge the blade into solid material, yank on the chain, and jump to that point. (locked until personal quest progressed to late game)
◯ Not so fast. Attacks with the chain reduces a target's speed by 10 feet for one round. (locked until personal quest progressed to early game)
◯ You're not going anywhere. Attacks with the chain reduces the target's speed to 0 for one round. (locked until personal quest progressed to mid game)
◯ Get over here! Attacks with the chain moves the target 10 ft closer to you. It also must succeed on a Strength saving throw or be restrained and incapacitated. (locked until personal quest progressed to late game)
◯ Bright Blade. The blade now sheds bright light in 10 ft., and dim light in 20 ft. (locked until personal quest progressed to early game)
◯ Heated Blade. If the blade hits an opponent in non-magical armor, their AC is reduced by one. (locked until personal quest progressed to mid game)
◯ Superheated Blade. The blade's edge now cuts through any non-magic materials by a speed of 1 foot per 1 minutes. Any hit against objects is a critical hit. (locked until personal quest progressed to late game)
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