Weapon (whip), very rare (requires attunement)

Attacks you make using this magical weapon deal an additional 1d4 cold damage with each hit. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This icy whip has 3 charges that are replenished each dawn. When you hit a creature that is not immune to cold damage with this weapon, you can expend a charge to cause thick, dark purple poison to pump into the creature. That creature must succeed on a DC16 Constitution saving throw. On a failure, it takes 2d10 cold damage and become poisoned for 1 minute. While poisoned by this effect its speed is halved instead. At the end of each of the creature's turns it may repeat the save to end the poison effect. 

Once you attune to this weapon, its once frigid handle feels warm and welcoming to your touch.

Proficiency with a Whip 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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage: Cold, Bonus: Magic, Damage: Cold, Poisoned, Damage, Debuff, Combat, Finesse, Reach, Slow

Item Tags: Damage Debuff Combat

MikeDeGodGuy

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