You gain a +2 bonus to attack and damage rolls made with this whip, which appears to be made purely of sun-like radiance. When you hit with an attack with this whip, the target takes an additional 1d10 radiant damage, or 2d10 if the target is a fiend or undead. You also have resistance to radiant damage while this whip is on your person.
Aura of the Sun. Shadows and darkness flee before the brilliant aura emitted by this whip. You can use a bonus action to cause the whip to stop emitting this aura, or to reactivate it. The aura extends 30 feet from you in all directions, but not through total cover. The aura is filled with bright light, which is sunlight. A creature hostile to you or your companions that starts its turn in the aura takes 2d6 radiant damage and must make a Constitution saving throw (save DC 17). On a failed save, the creature has disadvantage on attack rolls against you until the start of its next turn.
Radiant Blade. You can use a bonus action to speak Blazeguard's command word and cause the radiant whip to shrink and partially solidify into a radiant mithral sword. In this form, it retains all of its features and traits, but functions as a longsword instead of a whip. You can use another bonus action to speak its command word and cause it to seemingly melt back into its whip form.
Charges. Blazeguard has 10 charges, which can be used to fuel the features below. It regains 1d6 + 4 expended charges daily at dawn.
- Reactive Smite. When a creature within 30 feet of you is hit by an attack roll, you can use you reaction and spend 1 to 3 charges to deal 2d8 radiant damage to the attacker, plus 1d8 per charge spent beyond the first. A creature that takes this damage must also make a Constitution saving throw (save DC 17) or become blinded for 1 minute.
- Spells. While holding Blazeguard, you can use an action to expend some of its charges to cast one of the following spells from it: branding smite (2 charges), flame strike (5 charges), guardian of faith (4 charges), guiding bolt (one charge per spell level, up to 4th), and mass healing word (3 charges). You can also cast the sacred flame cantrip at will while holding this whip.
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, Damage: Radiant, Damage: Radiant, Resistance: Radiant, Blinded, Damage, Debuff, Utility, Combat, Finesse, Reach, Slow
Previous Versions
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Coming Soon
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Blazeguard (Sword Form)