Azulash
Weapon (whip), rare (requires attunement)
At first glance, this vitriolic whip appears to be an
ornate handle or baton, constructed out of polished,
glossy blue scales of lapis lazuli. With lightning
speed, a lash of crackling electricity can spark into
life, channeling the fiercely territorial nature of the
blue dragon.
While grasping the handle of this weapon, you can
use a bonus action to cause a lightning whip to form
from its tip, or make it disappear. This magic whip
adds 10 feet to your reach when you attack with it on
your turn (instead of 5 feet), deals lightning damage
instead of slashing damage, and deals an extra 1d4
lightning damage to any target it hits. The whip has
3 charges and regains all expended charges daily at
dawn.
Static Field. While holding the whip, a 20-foot-radius sphere of static electricity centred on you causes
creatures’ hair to stand on end. Whenever a creature
you can see moves into or within this sphere, you can
use your reaction to expend 1 charge, forcing the
creature to make a DC 15 Constitution saving throw
as the static discharges towards it. On a failed save,
the creature takes 6d4 lightning damage and its speed
is reduced by 15 f eet until the start of its next turn.
On a successful save, the creature takes half as much
damage and its speed isn’t reduced.
Patient Observer. While holding this weapon, you
gain the patient observational habits of a hunting blue
dragon. As a bonus action, you can attempt to discern weaknesses and openings in a creature you can
see within 60 feet of you. Make a Wisdom (Insight)
check contested by that creature’s Charisma (Deception) check. If you succeed, you gain advantage
on the next attack roll you make against that creature
before the end of your current turn.
Uncommon variant. The whip deals an extra 1d4
lightning damage to the first target it hits on each of
your turns, instead of every target. Reduce the Static
Field property’s save DC to 13 and damage to 4d4.
Very Rare variant. Increase the extra lightning
damage on a hit to 1d6, the Static Field property’s
save DC to 16, and the number of charges to 6. The
whip regains 1d4 + 2 expended charges daily at dawn
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