As you connect with this weapons flashes of your memories appear again in your mind.
Zephyrus can take the form of any weapons and has a +2 bonus and does (1d8) damage in all forms.
While attuned to Zephyrus your leveled lighting spells spells deal an additional (1d8) damage. You also gain access to the following abilities:
Discharge (1/short rest): All creatures in a 20 ft. radius must make a con save vs your spell save dc, on a failed save creatures take (4d6) lighting damage and have disadvantage on their next attack roll or ability check, on a successful save the creatures take half as much damage and are not affected.
Energize (BA) (2 / long rest): Chose up to 5 allied creatures in a 30 ft. radius, they gain an additional (1d4) to their next attack roll or ability check.
Magnetization: Your creations deal an additional 1d8 lightning damage, and whenever an enemy is hit the next attack against them with a metallic weapon has an additional (1d4) damage. Your protector grants an additional 1d8 hitpoints to allies and gain an additional (1d4) damage to all attacks
Proficiency with a Light Hammer 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Instantly Attunes, Light, Thrown, Nick
Previous Versions
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7/1/2020 8:01:18 PM
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4
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1
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1.0
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Coming Soon
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