Forged by the bladesmiths of the Ashen Veil, the Grasp of Ash are arm-mounted claw weapons designed to extend the wielder’s natural strikes with curved, talon-like blades. Each claw is secured along the forearm and hand through reinforced bindings and fitted guards of darkened steel. The blades sweep forward in elegant arcs, adorned with muted gilded accents, trailing cords of charcoal silk, and intricate Damascus patterns running along their edges that resemble drifting ash caught in smoke. When drawn, faint motes like cooling embers sometimes fall from the blades before fading away.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
While wearing these claws, you gain a climb speed equal to your walking speed, as the hooked blades allow you to easily grip and scale surfaces such as stone and wood. In addition, you have advantage on Dexterity (Acrobatics) checks while wearing the claws.
You can choose to attune to this weapon. While attuned, you gain the following benefit:
While wearing these claws, your attacks with them count as unarmed strikes. When you make an attack with the claws, you can choose to use either the weapon’s normal damage or the damage of your unarmed strike, whichever you prefer. The Shuko occupy your hands while worn, and you can’t wear other items on your hands at the same time.
Elemental Armament.
These claws deals an additional 2d8 damage of a type of your choice: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You choose the damage type when you finish a long rest, and you can change it whenever you finish another long rest.
As a bonus action, you can prematurely change these claws elemental damage type to another option from the list above.
Elemental Burden.
When you hit a creature with these claws, you can cause the strike to leave behind volatile elemental wounds that continue to ravage the target. The target takes an extra 3d8 damage of the claw’s current elemental type, and unstable elemental energy clings to the injury. At the start of each of the target’s turns for the next 1 minute, it takes 2d8 damage of the claw’s current elemental type. A creature can end this effect early by using its action to attempt to purge the lingering energy, making a Constitution saving throw against your feature save DC (8 + your attack modifier with this weapon). On a success, the effect ends.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Devouring Onslaught.
When you take the Attack action on your turn, you can choose to fight with reckless ferocity until the start of your next turn. When you do so:
- Attack rolls made with these claws have advantage.
- Each hit with the claws deals an extra 2d8 damage of the claw's current elemental type.
- Attack rolls against you have advantage until the start of your next turn.
- If you reduce a creature to 0 hit points while this feature is active, the claws drink in the fading essence, and the next hit you make before the end of your turn deals an additional 5d8 damage of the claw's current elemental type.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Three sharp slashing blades protruding from a handle to be held in its wielder’s grip or attached to a gauntlet made of leather or metal.
Notes: Bonus: Magic, Advantage: Acrobatics, Damage: Acid, Damage, Combat, Finesse, Light, Vex
Previous Versions
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3/12/2026 4:54:35 AM
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2
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Ankylosaurus
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Coming Soon
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