Weapon (whip), legendary (requires attunement by a Can be attuned by anyone with a good alignment and proficiency with whips. )

Amalthea is a sentient whip, capable of speech in common and sylvan, and is also capable of communicating telepathically with her wielder.  Amalthea is chaotic good and her user must have a good alignment and be attuned in order for her to unroll.  If a user of any other alignment, picks her up, she will refuse to unroll.  Amalthea is the soul of a unicorn trapped in her own horn, which was crafted into a whip by a powerful Sun Elf wizard who captured her, though he didn't anticipate on being unable to wield her due to his evil nature.

Increased Potency.  While attuned to this weapon, the bonus to attack and damage is +2.  On a successful hit, it deals 2d6 radiant damage.

Spells.  Amalthea has 4 charges to cast spells.  As long as you are attuned to her and holding her in your hand, you can cast Detect Magic (1 Charge), Healing Spirit (2 Charges), or Pass Without Trace (2 Charges).  Amalthea regains all charges at midnight.

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, Damage: Radiant, Can be attuned by anyone with a good alignment and proficiency with whips. , Damage, Combat, Finesse, Reach, Slow

Item Tags: Damage Combat

Narshe