Weapon (flail), uncommon (requires attunement by a Can only be attuned by an Air Genasi or a Druid (Circle of the Moon))

This Crystalline Flail was created long long ago by a malevolent wizard using Mud from the Plane of Ooze, Snow from the Plane of Ice, Ash from the Plane of Smoke, and Powdered Obsidian from the Plane of Magma. With these Four Para-Elements combined and forged into the hands of a Bound Air Elemental, this Flail was able to electrocute their enemies. This Weapon takes the form of a Black Liquid within the Small Sized Cauldron, large enough for one to force their arms into. To attune to this Weapon, one needs to place their hands inside of the cauldron and be able to touch the bottom. As the weapon attunes to the user, the liquid's level in the cauldron will steadily drop as the weapon forms in the user's hands. Once fully attuned, the cauldron will shatter and the Air Myrmidon's Gale will take full form.

This Double Bladed Scimitar deals 1d8 Lightning Damage. If the Wearer is attuned to the Myrmidon Armor, then the true power of the Air Myrmidon's Gale will be unleashed. By using both your action and bonus action, the user can spin this flail rapidly and strike the earth, sending out a storm of lightning. All creatures within the 30ft of the user must make a DC 15 Dexterity Saving Throw. On a Failed Save, all affected creatures suffer 4d8 Lightning Damage. On a successful save, the damage is halved. You can only use this feature once per short rest. When you decide to break attunement, the weapon will turn to liquid, and you must make a DC 15 Wisdom Saving Throw. On a successful save, the Cauldron that originally contained it will reform and capture the liquid, holding it for the next user. On a Failed Save, the Liquid evaporates, and the weapon is destroyed. 

Proficiency with a Flail 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: Can only be attuned by an Air Genasi or a Druid (Circle of the Moon), Sap

TravestyDaybreak

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