Weapon (dagger), legendary (requires attunement by a Sorcerer, Warlock, or Wizard)

This group of 10 Bangles can be wielded as a group of 10 daggers that grant a +2 bonus to attack and damage rolls made with them. If one of the bangles are thrown, they return to you automatically on a hit. On a miss, the bangle will drop to the ground, it can be returned as a bonus action, or will return automatically on your next turn. While all of the rings are on your person, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The bangles have 20 charges for the following properties. The bangles regain 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bangles retain their+2 bonus to attack and damage rolls but lose all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike. When you hit with a melee attack using a bangle, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells. While wearing all 10 of these bangles, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge) banishment (5 charges), or wall of force (5 charges).

Component use. Each bangle, is made of pure gold worth 1000 gold pieces, and can be used for spells that require that monetary value. If a bangle is spent that way. It becomes a non-magical bracelet, and the user loses 2 max charges, and the ability to use the highest level spell on the item's spell list.  

Retributive Strike. You can use an action to snap one of the bangles over your knee or against a solid surface, performing a retributive strike. The bangle is destroyed and releases its remaining magic in an explosion that expands to fill a 20-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take 20 points of force damage. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 20
11 to 20 ft. away 10
21 to 30 ft. away 5

 

Proficiency with a Dagger 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: Damage: Force, Bonus: Saving Throws, Bonus: Armor Class, Bonus: Spell Attacks, Bonus: Magic, Sorcerer, Warlock, or Wizard, Damage, Control, Combat, Warding, Wristwear, Finesse, Light, Thrown, Nick

Item Tags: Damage Control Combat Warding Wristwear

Sa_raLee

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