Wand, rare (requires attunement by a Arcane Spellcaster (Artificer, Wizard, Warlock, or Sorcerer))

A wand made of cracked and warped heartwood with a leather wrapped handle. When held to the ear, a whispered chorus of pained cries can be heard.

This wand starts with 6 charges. While holding it, the caster can use a bonus action to expend 1 of its charges to summon a long, vine-like whip made out of arcane energy. The whip remains summoned as long as the caster maintains concentration. While the caster wields the whip, they may make a melee spell attack against a target within 10 feet of them. If the attack hits, the creature takes 1d6 force damage, and the target must make a DC 15 Dexterity saving throw or be restrained.

On each turn, the target must make a DC 15 Dexterity saving throw to remove the whip, or take an additional 1d4 force damage and remain restrained. On any characters turn, they may make a DC 13 Dexterity saving throw to remove the whip from the target, or cause both the target and themselves to take 1d4 force damage, and have the target remain restrained.

The caster may use a bonus action to spend any number of additional charges to add Xd6 damage the next time damage is dealt by the whip, where X is the number of additional charges. This additional damage can be any of the following types: acid, cold, fire, force, lightning, necrotic, or poison.

The wand regains 1d6 expended charges daily at dawn, to a maximum of 6 charges. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Notes: Arcane Spellcaster (Artificer, Wizard, Warlock, or Sorcerer), Summoning, Damage, Debuff, Combat

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2021 7:46:49 PM
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Item Tags: Summoning Damage Debuff Combat

notfarg

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