Each of these small, round, disk-like weapons is masterfully crafted, perfectly balanced, and razor sharp along their curved edge making each a deadly weapon, both in melee and at range. However, they were designed as a pair, and when wielded as such become equally useful in defense, allowing their wielder to block incoming blows. A pair of Cyclones in skilled hands is all any true warrior needs in combat. Furthermore, while wielding one or more Cyclones you can turn certain forms of damage you take into an asset, allowing you to use your enemies' own power against them in battle.
You have a +2 bonus to attack and damage rolls made with these magic weapons. A Cyclone returns to your hand immediately after being used to make a ranged attack.
While wielding a pair of Cyclones, one in each hand, you gain a +1 bonus to your Armor Class.
In addition, whenever you take bludgeoning, piercing, slashing, thunder or force damage from a single source that you can see, you can spend a Reaction to channel a portion of that damage into any Cyclones you are wielding, enshrouding them with crackling energy. After the damage has been resolved you gain a number of Temporary Hit Points equal to half the total damage you received of each relevant damage type.*
While you have these Temporary Hit Points, whenever you hit with an attack using a Cyclone you are wielding, you can spend any number of these temporary hit points, and the attack deals a number of additional force damage to the target equal to the number of Temporary Hit Points expended.
*For example, if a single source deals you 12 points of damage, 8 piercing and 4 thunder, you could use this feature to gain up to 6 temporary hit points. If that source had instead dealt you 8 points of piercing damage and 4 points of fire damage, you would instead only gain up to 4 temporary hit points from this feature.
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Proficiency with a Handaxe 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.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Notes: Bonus: Magic, Bonus: Armor Class, Healing, Damage, Combat, Light, Thrown, Vex
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