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Xygen's ring of lightning - the first relic of the sky

The sword is only a blue handle engraved with blue gems, it doesn't have a blade, pommel, or cross guard, but once activated the air around it will begin to swirl and harden into a whirling blue blade. Once activated it gives off dim blue light. The sword is incredibly light, and It can be wielded with DEX or STG. It deals 1d6 slashing damage.   The blade has a permanent +3 to hit, which will stack with any other modifiers. The sword contains 3 charges, the wielder can use a charge + attack action to instantly hit a target, to regain the charges the player must take a long rest. As a bonus action you can cast the spells "Gust of Wind" or "Warding wind" NOT AT THE SAME TIME, the spells are listed below. If you land a hit on a target you can use a bonus action and do a DEX check (just a general one) with a DC of 15, if they succeed they can use 10ft of movement make another attack on a creature within 5ft. (you can do this only once per round)

Significance

It's the relic crafted by the god's
Item type
Unique Artifact
Rarity
Rare
Weight
1lb
Dimensions
7in x 2in x 2in
Raw materials & Components
6 nuggets of cobalt, 4 air elemental gems, a rod of obsidian.
Related Myths
Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.       Warding Wind: A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration. The wind has the following effects: It deafens you and other creatures in its area. It extinguishes unprotected flames in its area that are torch-sized or smaller. It hedges out vapor, gas, and fog that can be dispersed by strong wind. The area is difficult terrain for creatures other than you. The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

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