This whip emits a gentle breeze at all times. It is nearly transparent and feathery. It is completely weightless.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Wind Blast. When you make an attack with this weapon, you can use your bonus action to create a 60 foot long 10 foot wide line of wind. Any creature within that line must make a DC 17 Strength saving throw or be pushed 15 feet away from you. The blast disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
Tornado. You can cast whirlwind (spell save DC 17), once you cast this spell with this feature, you cannot use it again until the next dawn.
Incarnation of the Zephyr. You can cast investiture of wind (spell save DC 17), once you cast this spell with this feature, you cannot use it again until the next dawn.
Air Walk. You gain a flying speed equal to your walking speed.
Air Concentration. You can breathe in any environment that has even a small amount of air left.
Sentience. Windweaver is a sentient neutral weapon with an Intelligence of 16, a Wisdom of 20 and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
It can speak, read and understand Common and Auran. Its voice is bellowing.
Personality. Windweaver is boisterous and bossy. It wishes to be used by a Djinni but it is willing to be wielded by any creature who is associated with elemental air. It longs to return to the Plane of Air but it will tolerate being high in the air as a substitute.
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, a creature associated with elemental air, Damage, Utility, Combat, Finesse, Reach, Slow
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