Weapon (whip), legendary (requires attunement by a Takes One Hour)

The Soul Whip Ouroboros is the unlikely pairing of Dwarven crafting and Elvish magic. The resulting weapon has the ability to change shape, up to ten different forms.

Form One: Spirit Whip - Ouroboros becomes a metal whip that gets +1 to attack and damage rolls, and also deals an extra 1d8 cold damage.

Form Two: Animated Armor - Ouroboros becomes a set of animated armor, using the stat block in the Monster Manual. It takes an action to direct it, but will otherwise remain motionless, or will continue an order given.

Form Three: Shackles - Ouroboros becomes a set of shackles, immobilizing a creature unless they pass a DC19 Strength check.

Form Four: Firebolt - Ouroboros becomes a bracelet, giving the wielder access to the Firebolt cantrip.

Form Five: Metal Shards - Ouroboros becomes a set of three metal shards, each dealing 1d4 piercing damage. These shards float, and can be controlled as an action up to 100ft.

Form Six: Glow Orb - Ouroboros becomes an hovering orb above the wielder, sheding light up to 60ft from it.

Form Seven: Bag - Ouroboros becomes a leather bag, connected to it's own demiplane. Any item placed in the bag must fit through the opening, but otherwise the bag is infinite. Items can not be retrieved while Ouroboros is in other forms.

Form Eight: Chalice - Ouroboros becomes a brass chalice, purifying any liquid placed in it of poison, disease, or magics that would harm the wielder.

Form Nine: Barrier - Ouroboros curls around a creature within 30ft of the wielder, granting 15 temporary hit points. These hit points regenerate 1 point per round, or 6 per minute to a total of 15.

Form Ten: Soul Whip Ouroboros: Ouroboros releases it's true form, becoming a metallic snake with its tail wrapped around the wrist of the wielder. It has a range of 10ft, and deals 5d8 chaos damage. Releasing Ouroboros takes a toll on the wielder however, dealing 1d10 chaos damage for every round this form is kept up. 

Ouroboros can change forms as a bonus action. If dispelled or broken, it will become useable again in 1d4 hours.

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, Takes One Hour, Damage, Combat, Finesse, Reach, Slow

Item Tags: Damage Combat

Corgenstein

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