Weapon (dagger), legendary (requires attunement by a must be a monk or rouge)

Weapon (chakram), legendary (requires attunement by a monk or rogue)

Weapon Statistics. Zephyr’s Rebound is a magic thrown weapon that deals 1d6 slashing damage on a hit and has the finesse, light, and thrown (20/60) properties. While you are attuned to this weapon, you may treat it as a monk weapon, and attacks with it count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.

Bonus to Attack and Damage Rolls. You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Returning. Immediately after you make a ranged attack with Zephyr’s Rebound, it flies back to your hand if you have a free hand.

Ricochet Strike. When you use the Attack action to make a ranged weapon attack with Zephyr’s Rebound and hit a creature, you can spend 1 ki point to cause the chakram to bounce toward a second creature of your choice within 10 feet of the first. Make a separate attack roll against the second target. On a hit, the second target takes the weapon’s damage. You can repeat this process one additional time, targeting a third creature within 10 feet of the last one hit, by spending another 1 ki point. After the final attack, the chakram returns to your hand.

Channel the Flow. When you hit a creature with a ranged weapon attack using Zephyr’s Rebound, you can deliver certain monk features that normally require a melee weapon attack (such as Stunning Strike, Hand of Healing, or Hand of Harm) through it. You must spend 1 additional ki point above the feature’s normal cost to do so. For example, delivering a Stunning Strike this way costs 2 ki points total instead of 1.

Skyhook. As an action, you can speak a command word and spend 2 ki points to throw Zephyr’s Rebound to an unoccupied space you can see within 20 feet of you. The weapon remains magically fixed in that space (as if affected by an immovable rod) for up to 1 minute, or until you use a bonus action to end this effect early. While fixed, it can hold up to 500 pounds. If more weight than that is placed on it, the chakram falls and its effect ends.

Spectral Retrieval. As a bonus action, you can speak a different command word to create a shimmering tether from Zephyr’s Rebound to a Small or smaller object within 30 feet of you that isn’t being worn or carried. The object is pulled to the chakram, which then immediately returns to your hand with the object in tow. Once you use this property, you can’t use it again until you finish a long rest, unless you expend another use by spending 1 ki point. You can’t exceed a number of uses per day equal to your proficiency bonus, regaining all expended uses at dawn.

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: Bonus: Ranged Weapon Attacks, must be a monk or rouge, Finesse, Light, Thrown, Nick

lordthor211

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