Having danced beneath moonlight where the Feywild still brushes against Savaria, the Thornlash Echo has drunk deep of its old magic. Now called Thornlash Revel, the whip has subtly changed: the tiny thorns along its length gleam with droplets of dew that never dry, and soft green motes sometimes drift from it like breath in cold air.
When you crack it, faint echoes of laughter or distant flute music seem to ring out, though none else may hear it.
Properties
Feybite
When you hit a creature with this whip, you can infuse the strike with fleeting trickster magic.
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The target takes an extra 1d4 psychic damage, as a rush of fleeting Feywild sensations — sudden joy, sorrow, or dizzying wonder — jolts through their mind.
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You can use this feature a 3 times every long rest.
Will-o’-the-Weave
While attuned to Thornlash Revel, you have a +1 to your Charisma (Performance) and Charisma (Deception) checks, as the lingering glamour of the Feywild subtly shapes your expressions, voice, and movements to be more captivating, alluring, or hard to read.
Task to Become Rare
The Thornlash Revel yearns for deeper communion with its homeland’s shifting, unpredictable tides. To become a rare weapon, the wielder must:
Trick or beguile a creature of obvious magical or supernatural origin (such as a fey, elemental, minor spirit, or magically-touched beast) into dancing with them beneath the stars for at least a minute.
The dance must end in laughter or mutual delight — no violence, no forced submission — only honest trickery or shared mirth.
If this is done, the whip’s dew will begin to shine with faint inner starlight, and it will hum with anticipation of more powerful enchantments to come.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Damage: Psychic, Bonus: Deception, Bonus: Performance, Damage, Combat, Finesse, Reach, Slow
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