You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.
While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
CUSTOM STYLE ACTIONS.
Mind-Link: Expend one style point,when holding this weapon.to connect the minds of yourself and another within 55 feet of each other,aslong as you can see that individual or have connected previously.During that time any thoughts either thinks are transmitted to the other and vice versa.allowing both to know what the other is going to do before they do it.both have disadvantage on things like attack rolls against each other.But the Individual the user targets is vulnerable to things such as charm whilst connected.For each turn this ability is active.at the end of your turn drain one style point.
Psychic Onslaught: Expend 2 style points,to make the creature you are linked with make a wisdom saving throw,DC is 15+your own wisdom,charisma,or intelligence modifier.on a success they take 4d12 psychic damage.on a success they also gain the stunned condition,for every 10 points of damage taken the condition lasts 1 turn.
Proficiency with a Shortsword 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Damage, Combat, Finesse, Light, Vex







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