Description: Abraham's Fire is a holy whip made of ethereal silver chains that glows with a bright, radiant light. It is adorned with intricate symbols of the paladin's deity, and its handle is wrapped in soft, white leather.
Abilities:
- Abraham's Fire is a +2 whip that deals an extra 1d4 radiant damage on a hit.
- Once per day, the paladin can use an action to speak a command word and cause the whip to emit a burst of radiant energy that deals 2d8 radiant damage to a single target. The target must make a DC 15 Constitution saving throw or be blinded for 1 minute.
- Abraham's Fire has the ability to heal the wounds of allies. The paladin can channel Lay on Hands through the whip, extending it's range, and can use a bonus action to heal an additional 1d8 hit points.
Drawbacks:
- Abraham's Fire is a demanding weapon that requires a great deal of focus and discipline to wield. Whenever the paladin rolls a natural 1 on an attack roll with the whip, they must make a DC 15 Wisdom saving throw or be blinded and unable to use the whip for 1 hour.
- Abraham's Fire is also a weapon of judgment that punishes those who stray from the path of righteousness. Whenever the paladin uses the whip's special ability to attack a creature that is not evil or chaotic, they take 1d6 radiant damage that cannot be reduced in any way. Additionally, each time the paladin uses the whip's special ability to attack a creature that is not evil or chaotic, there is a 1d8 chance that they will become permanently drained of 1 point of Wisdom. This effect can only be removed by a remove curse spell or similar magic.
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, Combat, Finesse, Reach, Slow
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