a medium sized, staff-like oak wood and silver metal rod with a large bulb on the top that looks like a blue and white marble that is seamlessly flowing around in the crystal. The seams let out small puffs of air when being held.
**This item is highly sought after, and any evil-aligned creature more than likely knows what this item is and will attempt to take it if they see it.**
Once per turn as an action, a player can hold the rod out in front of them. Doing so pushes all creatures in a 30 foot long cone back 2d10 +5 feet. If any creature that is pushed back by this item hits a wall or other stationary object, that creature takes 2d8 bludgeoning damage and is knocked prone and paralyzed for their next turn.
Once per encounter, this item allows the player to create a Wind Wall in a 30ft diameter circle around the player, which provides an AC +5 for 1 turn. This action CAN be readied as a reaction.
Once per encounter as an action, and as long as more than 20 creatures are present, a player can hold the rod out in front of them and above their head. Doing so creates a tornado that follows a 120ft path created by the player, causing 2d10 Wind damage to every creature in the tornado's path. The tornado CAN be turned around once and brought back over the same creature for another 2d10 Wind damage.
As a bonus action, or during role play, a player may create sandstorms or wind gusts that may or may not hide the player, depending on what the sandstorm or wind gust picked up in the room. (DM's decision) If hidden: stealth is increased by 1. Gusts last 5 minutes, or until the player states the gust is over (within the 5 minutes).
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