Humble Guise. Wraithblades outwardly resemble broken and useless weapons - their blade may be dull and corroded, threaded with cracks, or missing entirely. When wielded by an attuned creature, however, they become wreathed in a nimbus of either light or darkness, depending on the wielder's alignment. Missing or dulled blades will reform, composed of light or shadow, and the weapon will perform as though it was fresh from the forge. While attuned to a wraithblade, you gain a +2 bonus to attack and damage rolls made with it. Wraithsight. While attuned to a wraithblade, you can see into the Ethereal Plane to a distance of 60 feet. Wraithstep. A wraithblade has 3 charges, and regains 1d4-1 charges at dawn. On your turn, you may expend a charge to gain the following ability for one minute: As a bonus action, you may magically shift from the Material Plane to the Ethereal Plane, or vice versa. If at the end of this time you are on the Ethereal Plane, you are shifted back to the Material Plane, taking 1d10 force damage. Cursed. Wraithblades haunt their bearer with visions of the past. Each time a creature attuned to a wraithblade takes a long rest, they must make a DC 14 Wisdom Saving throw. On a failure, they are haunted by the memory of the original owner's last moments, reliving their final battle in their dreams. If they fail this saving throw, they gain one level of Exhaustion. Any long rest during which you fail this save cannot remove any levels of exhaustion. |
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Proficiency with a Scimitar 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.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Finesse, Light, Nick
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