Weapon (greatsword), legendary (requires attunement by a Cleric or Paladin)

An electronic hand-device that can manifest a weapon.

.1 charge per long rest.
Available for 4h total, you can delay the timer by sheathing the weapon when unused.
.You wield a
yellow-coloured greatsword.
2d6 of force-slashing damage.

.The weapon produces sparks shaped like oxalis petals.



-MANKAI (Full Bloom): (1 charge)
For 15 turns, you have:
.+1 on your acrobatic & athletics checks.
.Immunity to force, necrotic or radiant damage.
.You gain a pair of 32 ft/10 m-long greatswords, 2 x 2d10 of force-slashing damage.
You can control them telekinetically in a 12 ft/4 m radius.

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Cleric or Paladin, Damage, Control, Buff, Combat, Shapechanging, Heavy, Two-Handed, Graze

Item Tags: Damage Control Buff Combat Shapechanging

Juliet_Belcouleur

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