Weapon (handaxe), very rare (requires attunement)

These fans have 6 charges. You can use an action to cast the gust of wind spell (save DC 13) (1 charge) or the warding wind spell (3 charges). You must be holding both fans to activate this effect. Additionally, as a bonus action, you may use them to double the range of a spell or thrown item by channeling the fan's magic through them (2 charges). Once all charges are used, the fans shouldn't be used again until the next dawn. Each dawn it regains 1d4+2 charges. Each time they are used again before then, they have a cumulative 20 percent chance of not working and rusting into nonmagical fans.

As a bonus action, you can speak its command word while holding one fan, magnetically pulling the other fan towards you. In being thrown or pulled back, it deals 1d4+DEX modifier slashing damage. An enemy can make a DC 15 strength check to catch the fan as it hits them, instantly stopping its path towards you or away from you.

Red Battle Fans will make the gust spell spit out hot wind.

Blue Battle Fans will make the gust spell spit out cold wind.

YellowBattle Fans make the gust spell spit out smoke.

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: Melee Attacks, Weapon Property: Finesse, Ranged Weapon Attack: Slashing, Control, Utility, Combat, Light, Thrown, Vex

Item Tags: Control Utility Combat

DragonFlysFire

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