This weapon can store 3 charges and regains 1 charge on a short or all 3 on a long rest. You can use a bonus action to consume one charge and trigger the switch built into the hilt, causing electricity to course through the blade. While the sword is electrified, it deals an extra 1d8 lightning damage to any target it hits (1d10 if wielded with two hands). Creatures wearing metal armor or composed of metallic materials must make a DC 16 Constitution saving throw or be paralyzed until the end of your next turn. The electricity lasts until you use a bonus action to turn it off again or until one minute has passed.
Proficiency with a Longsword 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.
Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Notes: Damage: Lightning, Damage, Combat, Versatile, Sap
Previous Versions
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7/28/2020 3:44:29 PM
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4
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1
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Coming Soon
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