In its dormant state Alash'Serrar appears as a katana with a ruby inlaid snake for its hilt. Once it has been awakened Alash'Serrar's blade extends out appearing as a whip made of blades. Once exalted Alash'Serrar takes the form of a giant bone snake whose bone parts are held together by green energy.
Magic Weapon Alash'Serrar is a magical weapon that grants +3 bonus to attack and damage rolls made with it. It can also be used as a spell focus.
Properties
- Ancient Magic - while attuned to Alash'Serrar the wielder gains +3 to their attack rolls and to their spell save DC.
- Alash'Serrar deals 2d10 slashing damage.
Morph You may use your bonus action to transform this weapon in between its dormant state and its awakened state. Alash'Serrar while in it's awakened state loses the ability to allow the wielder to cast the spells learned from it in its dormant state.
Dormant State
- While attuned to Alash'Serrar, you gain the ability to cast the following spells at will without having to prepare them for use, using your spell save DC and spell attack bonus: Poison Spray, Acid Arrow, Chromatic Orb (Poison Version only), Detect Poison and Poison and Disease, Animal Friendship (only works with reptiles) and Cure Wounds.
- While attuned gain resistance to poison damage and are immune to the poison effect.
Awakened State
- While in the awakened state Alash'Serrar gains the "reach" property. Additionally, you attack in a 15-foot cone, hitting any enemy within the cone, making individual attack rolls for each enemy. After three attacks Alash'Serrar's blade falls to the ground and must be Recalled.
- Rake - Alash'Serrar tears into its victims causing them to bleed for 1d8 per turn for one minute.
- Venomous - Alash'Serrar is coated with deadly venom causing its victim to become poisoned for 1d8 per turn for one minute.
- Full Extend - As a bonus action you can use full extend to extend Alash'Serrar into a target within 30 feet dealing 2d6 piercing and 1d6 force damage.
- Recall - Once Alash'Serrar's blade has fallen you can use your action to recall Alash'Serrar back to the hilt allowing it to be ready to attack again.
Exalted State
- Upon speaking the command word Gezegend Alash'Serrargrows violently taking the shape of a giant metal poisonous snake that is broken into different pieces held together by green poisonous energy. Each creature in a 40-foot-radius sphere centered on you must make a Dexterity saving throw or take 6d6 poison damage on a failed save, or half as much damage on a successful one. The Gezegend or exalted state of Alash'Serrar can only be maintained for one minute before it reverts back to its dormant state. Additionally, you can only use the exalted state of Alash'Serrar once per long rest.
- Alash'Serrar's Will after you make your attack Alash'Serrar will make its own attack dealing 2d10 piercing and 4d8 poison. You must still roll to hit however this attack does not require the wielder to expend any form of action.
- Lingering Vile - After being hit by Alash'Serrar target takes 3d8 poison damage per turn for a minute.
- Fururirīsu - Giant orbs of poison plummet to the ground at 2 different points you can see within 120 feet. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 poison damage and 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one poisonous burst is affected only once. After Fururirīsu is used Alash'Serrar returns to its dormant state and will remain in its dormant state until you finish a long rest.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
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: Spell Save DC, Damage: Slashing, Resistance: Poison, Damage, Combat, Range, Two-Handed, Ammunition (Firearms), Reload, Slow
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