This powerful gilded scimitar has strange wind-like etchings across the blade itself, and the jade stone embedded in the center of the hilt thrums with life. You have a +2 bonus to attack and damage rolls made with this weapon.
Sentience. Windcaller is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 10. It has hearing and sight out to a range of 60 feet. It can read and understand Common and Sylvan, but cannot speak. It can only communicate with its wielder through emotions. Its sole purpose is to hunt down followers of the Obsidian King and bring their end.
Magical Gifts. Windcaller has the ability to cast spells, allowing you to cast those spells through it while you are attuned. You can activate one of these magical gifts as an action, however you can only do this once until you complete a long rest.
- Shifting Winds. You can cast hallucinatory terrain through Windcaller
- Wind Step. You can cast teleport through Windcaller, following all the same familiarity rules.
Hatred. If you ever encounter a follower of the Obsidian King and do not do everything in your power to end that follower's life, you must make a DC 15 Charisma saving throw. If you fail, you are charmed by Windcaller for 1d12 hours. While charmed in this way, you must try to follow the blade's wishes. Each time you take damage, you can repeat the saving throw. If you succeed, you are not charmed but Windcaller may not trust you anymore, going as far as no longer allowing you to attune to it or taking away the ability to cast spells through it. It is, however, forgiving and may allow you to apologize and regain the ability to use it.
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, Damage, Combat, Finesse, Light, Nick
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