You have a +1 bonus to attack and damage rolls made with this magic weapon.
When you throw the weapon, make a ranged weapon attack against a target within range, transforming yourself and everything you carry into a ball of energy determined by your attunement requirements. On a hit, the target takes damage from the Yklwa and is the target of the corresponding spell.
Water. (requires attunement by a creature with a swimming speed)
Throw normally at long range underwater, and your swimming speed is doubled.
Freezing Sphere is centered on the target. Additionally, you may also stay transformed in the globe for 1 minute.
Air. (requires attunement by a creature with a flying speed)
No disadvantage at long range, and you can cast Gust while attuned.
Chain Lightning at target. Additionally, if the arc leaps to other targets you stay transformed until it stops.
Earth. (requires attunement by a creature with a burrow speed)
Erupting Earth is a line between you and the target.
Fire. (requires attunement by a creature with fire resistance)
Delayed Blast Fireball is centered on target. Additionally, you may also stay transformed in the globe for the duration of the delay.
You return back to your original form when reaching the target and make the saving for the spell at disadvantage.
Sentience. The Yklwa is a sentient Chaotic Neutral weapon with an Intelligence of 20, a Wisdom of 3, and a Charisma of 14. It has a hearing and tremorsense out to a range of 10 feet.
The weapon can speak, and understand Primordial, and can communicate with its wielder telepathically. Its voice is deep, echoing, and ancient as the primordial earth. While you are attuned to it, it also understands every language you know.
Personality. _
A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has the thrown weapon property, the yklwa is not well balanced for throwing (range 10/30 ft.).
Notes: Bonus: Magic, creature with either a swimming, flying, or burrow speed, or fire resistance, Damage, Combat, Thrown
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