Weapon (whip), artifact (requires attunement by a Creature having both Proficiency with Whips, & Proficiency with Nets)

An enormous black pearl, carved into a circular grip resembling two pairs of tentacles, adorned with a tattered beak clutching 3 Coral eyes; each an inch in diameter.

While attuned to this weapon, 3 spectral appendages lined with beaked mouths extend from its eyes, writhing as if an extension of the wielders body. The Maw is telepathic and behaves according to its master’s thoughts.

When you make an attack with this weapon you may choose to use any of the following modes/features, some of which will draw from this weapons charges. This weapon starts with 1d10+20 charges, and can hold up to 60. If the weapon ever reaches Zero charges, it immediately enters into its Ravenous Consumption mode, detailed below.

Hungry Maw: (Standard Mode) - While in this mode, the weapon counts as a Whip with the following properties: Reach(15ft), Magical, MultiStrike x 3, Finesse, Special. When you make an Attack with this weapon, pick 1-3 targets within range; you roll 3 attacks divided among the targets you chose. Each hit deals 1d4 slashing + 1d4 Piercing + Ability Modifier + Special Property Bonus. Each hit restores 1 charge to the weapon, criticals restore 2. Special bonus is detailed in the Sequestering Maw feature listed below. These hits count as one fluent attack and can be chained if the wielder has access to an "Extra Attack" feature of some kind. 

Consuming Maw: (Action to use, Capture Mode, Hungry Maw unavailable while in this Mode) - The appendages retract, consumes its charges(if any) and bursts forth in a 15ft cone originating from your position, creating an entangling net of appendages around everything in range, this effect extends around corners, but not through walls, and moving through it is considered difficult terrain. The size of the initial cone increases by 5ft for every 4 charges consumed. Each creature caught in the cone, or that enters the cone for the first time on its turn, must make a Strength(Athletics), Dexterity(Acrobatics), or Charisma(Persuasion) check to avoid being grappled by the writhing mass, the DC of the check is based on the number of charges the weapon is missing. At 60-41 charges DC10, 40-21 charges DC15, 20-1 charges DC20. If creature is grappled by the appendages it can reattempt its Check at the start of each of its turns, the DC is redetermined based on remaining charges for each check. On your following turns you can must expend 1 charge to have all creatures grappled by the appendages suffer the reduce effects of an Enlarge/Reduce spell, and be dragged 5ft. toward the you(Cones Origin Point) as the cone recedes; the reduction effect lasts until the creature leaves the area engulfed in the cone. Creatures grappled within the cone can be forced to share a space with others grappled by the cone, suffering a penalty on their escape rolls of 1d4 per creature in the space beyond 1. Creatures of size Small or smaller within 10ft of you are dragged into the maw disappearing from sight. A creature dragged into the Maw is automatically subjected to Devour if the Maw has less then 30 charges remaining; while at 31 charges or more you can choose to instead drag the creature into the Sequestering Maw, detailed below. Consuming Maw lasts until the cone recedes completely.

 Anchored Maw: (Action to activate, maintains its current Mode, 1 Charge minimum to activate) The tentacles that comprise the grip unfurl and attach themselves to something within 5ft of the Maw when you take this Action, it can be attached to Armor, Objects, Vehicles, and Creatures. The Maw remains anchored for a number of minutes equal to the number of charges spent to Activate this mode. The Maw can be re/moved forcefully with a successful DC25 Strength(Athletics) check, but will attempt to reattach itself to the nearest thing at the end of the turn. To attach the Maw to an unwilling creature you must successfully hit the target creature with an unarmed melee attack, doing so deals no damage but you choose where it is anchored to them.When the time expires the Maw will simply let go and revert to its inert form, requiring you or another creature to go and retrieve it.

Mobile Maw: (Can be activated only while in standard Hungry Maw mode, as part of your movement each turn) The appendages reach out and grasp a wall or ceiling of your choice within 15ft of you, you can use the appendages to move across the aforementioned walls and ceilings in 15ft. bursts, each burst consumes 10ft of your total movement for that turn. If you stop your movement along the wall/ceiling you do not fall, the appendage tethers you to the surface until you decide to move again. The Maw will support your weight for up to 30 consecutive seconds, at which point it will consume 1 charge for every consecutive minute of time beyond the initial 30 seconds. The timer resets whenever Mobile Maw is not in use, and you may not Attack with Hungry Maw while Mobile Maw is active. To use this Mode, the Maw must remain in one of your available hands; The Maw obeys your telepathic movement instructions.

Sequestering Maw: (Action to activate during Hungry Maw, Minimum 1 charge per target up to 3 each) Choose up to 3 targets, of size Medium or smaller, within 15ft of you. The appendages surge forth and attempt to envelop the targets, an unwilling target must succeed on a Strength(Athletics) or Dexterity(Acrobatics) ability Check DC[8 + proficiency + (Str or Dex, your choice) + Charges Spent] or be dragged into the maw. A willing target automatically fails the save but is not dragged, rather caressed and carried into the Maw; as it enters a willing creature falls under the Effects of the Sequester spell choosing its own exit condition. An unwilling target dragged into the Maw is subjected to the "Minimus Containment" effect of the Imprisonment spell, you choose the release conditions for an unwilling target; you can choose not to set a condition for an unwilling target, doing so sets that target specifically as "Food". The oldest target marked as "Food" is subjected to Devour  when the Maw drops below 15 Charges. The Maw can only Imprison/Sequester up to 3 targets at a time, regardless of willingness. This weapon has the Special property: Every target sealed within the Maw shares their strength with it, providing a +1 bonus to Attack and Damage rolls per creature, to a maximum of +3.

Patient Maw: (Activated as a bonus action, charge cost varies depending on triggers and modes chosen) The Maw can lie in wait launching in to prepared modes when its trigger conditions are met, decide the conditions and modes as part of the Bonus action to Activate Patient Maw. You can select a single trigger for multiple modes, or several triggers for several modes, assuming you have the charges necessary to activate them; you cannot preemptively spend charges you have not gained yet. Once you've decided, the Maw retracts its appendages and waits for the first trigger. Triggers and Modes happen in the order you set them, they cannot go off out of sequence.

 Trigger

Charges Consumed 

 Upon contact with an object, structure, or creature.

 2

 Using Blindsight, when the Maw detects movement within 15ft.

 5

After a set amount of time has passed. 

 1 for timers of 60 seconds or less, add 1 for every additional minute

 

 Mode

Charges Consumed 

 Anchored Maw

 Mobile Maw (Still obeys you)

Sequestering Maw (will Target the 3 Nearest to the Maw)

5+ per target

 Consuming Maw (15ft Cone Base)

 10 (+4 to increase cone size by 5ft.)

 

 Ravenous Consumption: (Automatic Activation when weapon charges reach 0) Immediately upon reaching zero charges the Maw will activate its Anchored Maw mode, and erupt in a writhing mass of appendages making a 20ft radius sphere centered on itself. Creatures, yourself included, inside the area of the sphere provoke an attack of opportunity from the Maw at the beginning of every turn they start in the sphere, and for every 5ft they move/are moved through it; inside the sphere is also considered Difficult Terrain. The Maw matches your rolls to attack, and treats every opportunity attack as an attack from Hungry Maw. While in this mode, the Maw has an initiative of 10, has Advantage on its attacks made against you, and at the start of its turn it will attempt to subject all creatures in the Sphere to the effects of Consuming Maw. If the Maw was not anchored to you at the beginning of Ravenous Consumption , it will shamble toward you at a rate of 15ft per turn; following the safest most direct path, anchoring itself at the end of its turn. If the Maw IS anchored to you, you are immune to the Consuming Maw effects, however moving with the sphere counts as movement through it and will trigger its attacks of opportunity. Ravenous Consumption lasts until the Maw regains 1d10+20 Charges.

Devour: (Passive Feature) Enemies killed, or corpses struck by this weapon have their bodies torn asunder leaving no physical traces behind; the weapon regains charges equal to [Half of targets level/the Targets CR/ or 5] whichever is greatest. A living creature forcefully subjected to Devour  dies outright, the weapon regains twice as many charges from living targets.

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: Creature having both Proficiency with Whips, & Proficiency with Nets, Finesse, Reach, Slow

Previous Versions

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11/14/2019 12:56:25 AM
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