Weapon (scimitar), legendary (requires attunement by a learning about the being that commands the wind)

-A blade that focuses on control of the battlefield, using the force of wind 

  • A Scimitar that does an additional 2d6 thunder damage on hit
  • An extra +2 to hit

-The following requires attunement

  • As a reaction, when an melee attack hits you, you can expend a charge to reduce the incoming attacks hit roll by 1d6, potentially causing the attack to miss 
    • If a ranged weapon attack hits you, you can expend a charge to reduce the incoming attacks hit roll by 1d8, potentially causing the attack to miss
    • In roleplay, a strong breeze blows to try and push away the attack
  • As a bonus action, you can expend a charge to affect creatures in a 10 ft long/ 15 ft diameter cone, either blowing them away 15 ft or making them prone
    • They can resist the effect by making a STR save (DC = 8 + proficiency bonus + STR/DEX mod (of the user))
    • In roleplay, the user uses the Windforce to blow the enemies down/away
  • Alternatively, the user can expend a charge as a bonus action to use the Windforce to propel the user 15ft in any direction
    • The user can expend multiple charges during the bonus action to go further
  • The Windforce ability has 10 charges that can be used at any time
    • 5 are refilled on short rest
    • 10 refilled on long rest

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: Melee Weapon Attack: Thunder, Bonus: Melee Attacks, learning about the being that commands the wind, Finesse, Light, Nick

teena2470

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