This silver set of bracers wraps around the wearer's forearm. Near the palm of the wearer's hands is a small silver phoenix head with an open beak that crackles with energy. The bracers seem to have a perpetual hum to them.
When attuned, the wearer gains resistance to lightning damage.
Electric Flight: Static energy surrounds you and allows you to fly. You gain a fly speed of 30ft when attuned to the bracers.
Static Field: The static energy that surrounds you provides protection against projectiles and and melee attacks. You can expend one charge to electrify the air around you for one minute. When you do this, non-magical projectiles that would hit you are destroyed. Additionally, any melee attacks made against you cause a static discharge against the attacker. The attacker must make a DC 17 constitution save dealing 2d10 damage on a failed save or half as much on a success. If the attacker is wearing metal armor or attacks with a metal weapon, they take an additional 1d6 lightning damage.
Lightning Whip: You can coalesce the electrical energy around you and form it into the shape of two magical whips. As an action, you can expend one of the bracer's charges causing electrical energy to shoot forth from the phoenix heads forming two magical whips that deal 1d4 bludgeoning damage and an additional 1d10 lighting damage. If the target is wearing metal armor, they take an additional 1d6 lightning damage. The whips last for one minute before dispersing.
Grappling Flash: Using your attack action, you can fling both whips at a target, making a single whip attack with advantage in attempt to grapple the target. The target must be of a large size or smaller. Should the grapple succeed, the target takes damage as if it were hit by a single whip attack, and takes a subsequent 1d10 damage at the beginning of its next turns, at which point it can attempt a DC 15 strength saving throw to break free. Additionally, you can spend a charge to shoot a burst of electrical energy through the whips as an action to deal an additional 2d10 lightning damage to the target.
Lightning Attraction: The Arcwings have a nasty habit of attracting lightning. When there is a storm, there is a chance that they, and the wearer, are struck by lightning (DM discretion) as if by the Call Lightning spell. If lightning strikes the Arcwings, they regain 1d4 charges. If it has full charges, the next attack dealt by the bracers deals an extra 3d6 lightning damage.
Notes: Resistance: Lightning, Bonus: Speed (Flying)
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Posted Dec 9, 2020If I may, it would be good to show how many charges the item has early on, and then how many charges each ability uses (if any). While I think most of the features are very strong, Static Field stands head and shoulders over the rest as this feature gives a drastic defensive boost for a minute at the cost of only one charge. Lightning attraction is a nice little bane if it's the only way to regain charges.
Overall a ridiculously strong item with both very strong offense and game changing defense.