Wondrous Item, rare

A small orb that fits in the palm of your hand, has a white Translucent outer shell. on the inside shows a small vortex that has no stop. the Orb is orb is soft and somewhat Squishy, so be careful with it, as it could go off in your own bag.  The Air Elemental ball can be very useful in different situations, and can do many different things.

Shape - You can shape the Air Elemental ball into anything like a longsword, stick, face, etc. when you shape the orb, it will stay in that form for 10 minutes and will go back to its orb form afterwards. shaping the orb will take a bonus action to do so. if shaping the orb into a weapon of somesort, it deals 2d4 force damage. shaping it to a range/melee weapon will let you use it; you must say what you shape it into to use the correct Modifier.

Thrown - you are able to throw the orb so it can knock your enemies back, possibly making them go prone. when you decide to throw it, the length will be dex mod X 15ft. (Minimum of 15ft.). if it hits an enemy, it will deal 2d6 force damage, and anyone in a 10 foot radius will have to make a dex saving throw (DC 15). on fail, they will be flown back 15 ft.  and be knocked prone, but on a success they will only be knocked back 5 ft. and not be prone.

The Vortex - When the Orb is thrown, it has a 15% chance (roll percent dice) of creating a vortex on that area (5ft square) that it impacted on. if this does happen, anyone in the 15ft radius of it will possibly get tugged into it. anyone in the radius will have to make a strength save (DC 13) against the Vortex or be sucked in. if they failed the saving throw, they will then be sucked into the vortex which will start to suck the air from their lungs, suffocating and compacting them; from this, they will take 1d8 bludgeoning damage and at the start of their turns. if they succeeded the throw, they will keep their stance and not be sucked into it. the vortex will last one minute, and anyone in the vortex can make a strength check (DC 13) as an action. if they do succeed, they will then be able to leave the vortex which uses half of their movement. if failed, they will be stuck in the vortex.

infuse - You are able to infuse the Air Elemental ball into any weapon you wish, which will give it a small kick. doing so uses a bonus action, gives you an additional 1d6 force damage for the turn. on hit, the opponent will be knocked back 10 feet from the intense force of the hit. on a critical hit, the opponent will go back 15 feet and be prone.

casio2002

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