A dark stained blade with a purple hilt, a dark wraith takes residence in this blade. The wraith is cursed to take on the likeness of the wielder, and can be summoned to attack any foe you are engaged with. You must use a bonus action to summon the wraith. The wraith uses its own version of the Wraithblade. The wraith uses your stats when determining hit dice and damage done and movement speed, but cannot move any farther than 30 feet of you. If some effect would force the wraith to move outside of this range, it is instead returned to the closest free space to you. The wraith cannot be attacked, but can be affected by effects that turn undead, the banishment spell, and any effect that could pose advantage or disadvantage on a weapon attack. As a free action, you command the wraith to attack, move, or perform another action listed below. The wraith has movement and an action, but cannot take a bonus action unless specified by an ability below, and does not get a reaction. The wraith can only attack any creature within 30 feet of you, and can only attack if you are using the Wraithblade. The wraith shares your initiative and attacks directly after your turn. The wraith disappears when combat is over.
Consume: When you get a kill with this weapon, or the wraith gets a kill, the wraith gets stronger.
10 kills: The wraith gets an extra attack if you command it to take the attack action.
20 kills: The wraith gains the ability to teleport using a bonus action anywhere within 30 feet of you, as long as there is nothing in that space and you have line of sight.
30 kills: The wraith can use an action to deal 2d6 necrotic damage to any creature you are engaged with, you gain health equal to the damage done. The target must succeed on a DC 14 Constitution saving throw to avoid this affect. The range on this attack is 60 feet of the wraith. The wraith cannot use this action on an undead or construct. Once this ability is used, you must take a long rest to get it back.
40 kills: The wraith can create three versions of its Wraithblade and take its action to throw each dagger at a target you can see in range. It follows the range of a regular dagger being thrown. The wraith then materializes its Wraithblade back into its hand immediately after taking this action. Once this ability is used, you must take a long rest to get it back.
50 kills: You can use your bonus action to swap places with the wraith. This does not provoke an opportunity attack.
Proficiency with a Dagger 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: Finesse, Light, Thrown, Nick
Previous Versions
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