Weapon (whip), rare (requires attunement)

Now known as Thornlash Masquerade, this whip is a living tangle of Feywild glamour. The thorns are sharper, tipped with tiny droplets of silver-green light that drift off like dandelion seeds. When it coils or cracks, it leaves behind faint traces of illusions — ghostly flowers, fleeting dancers, or laughing faces that vanish in a blink.

Sometimes when you hold it, the scent of lilacs and fresh rain fills your nose, even in the dusty streets of Altruist.


Enhanced Properties

Feybite (Strengthened)

When you hit a creature with this whip, it takes an extra 1d6 psychic damage as sudden bursts of heady emotion, disorienting visions of impossible Feywild landscapes, or echoes of distant laughter wash over its mind.

You can use this feature a 4 times a day.


Will-o’-the-Weave (Deepened)

While attuned to Thornlash Masquerade, you have a +2 bonus to Charisma (Performance), Charisma (Deception), and Charisma (Persuasion) checks.

Additionally, when you succeed on one of these checks by 5 or more, faint illusions swirl briefly around you — playful mirages like trailing flower petals or swirling motes of gentle light — subtly dazzling those nearby.


Task to Become Very Rare

To awaken Thornlash Masquerade into a very rare weapon, drawing even closer to the heart of the Feywild, you must:

Host a celebration under moonlight within a place still lightly touched by Feywild magic (or that feels eerily timeless). Invite at least three different kinds of beings — mortals, spirits, perhaps constructs or beasts — to join in.

Through charm, wit, or sheer enthusiasm, lead them in dancing, stories, or games until dawn.

If the celebration ends with laughter, music still echoing in the air, and no one harmed, the whip will coil around your wrist of its own accord at sunrise, warm and thrumming, ready to embrace even deeper magic.

You have a +2 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, Bonus: Deception, Bonus: Performance, Bonus: Persuasion, Damage: Psychic, Damage, Combat, Finesse, Reach, Slow

Item Tags: Damage Combat

WilliamTaylor7652

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