Enchanted Carbonadium. You have a +1 bonus to attack and damage rolls made with these weapons. These magic weapons are immune to all damage dealt from non-adamantine sources. Each coil holds 5 charges; spent charges return at the end of a short rest.
Unnatural Appendage. Once attuned to, these magical metal whips embed themselves in your forearms and become appendages that you can manipulate as easily as your fingers. As a bonus action, you can individually or simultaneously extend or retract these weapons from your forearms. You can use these whips as magical martial weapons, prehensile tendrils that extend your reach for fine manipulation to 10 feet, or as grappling coils, ensnaring and potentially draining the life from your victims. Both whips count as separate weapons.
Ensnaring Strike. When you take the Attack action on your turn, you can replace one (or both) of your whip attacks with an ensnaring strike, rendering your target grappled upon a successful attack. This attack does not deal damage and the grapple escape DC is equal to 12 + your Strength modifier.
Death Spores. Should a coil's ensnaring strike be successful during a rage, you may then expend a number of charges from that coil to deal 3d6 necrotic damage per charge expended. Any creature damaged in this manner cannot regain hit points until the beginning of your next turn.
Endlessly Ravenous. You gain an amount of Temporary HP equal to half of the damage dealt by the death spores feature. Any Temporary HP gained through a second use of death spores in a single turn is combined with the Temporary HP gained from the first use.
Constricting Coils. When you take the Attack action on your turn, you can replace one (or both) of your attacks with a tightening of your coils around a target you are grapelling. You engage the victim in a contest of might: their Strength versus your Strength + your Strength modifier. Should you succeed, you pull the target into a space adjacent to you and deal 1d6 bludgeoning damage for every 5 points by which you won the contest (at least 1).
Grafted. Any creature who takes an action to pull an Alpha Coil out of your body must engage in a contest of might: their Strength versus your Strength + your Strength modifier. Should they succeed, this weapon is ripped from your arm and you suffer 3d6 slashing damage; this damage cannot be avoided, lessened, or resisted, and it ignores immunity. Should they fail, you pull them closer to you in an amount of feet equal to the amount they failed the contest by (at least 1).
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: Bonus: Magic, barbarian cleric, Damage, Combat, Finesse, Reach, Slow
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