Sir Wrenchinald the Third
Weapon (mace & dagger), very rare (requires attunement)
Sir Wrenchinald the Third is an eccentric wrench, given sentience after years of being used to create items imbued with magic. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you have advantage on Intelligence checks and saving throws. The wrench consist of two parts; pulling them apart reveals a dagger sheathed within the wrench’s handle. If you are not attuned to the wrench when you unsheathe the dagger you take 1d4 bludgeoning damage as the wrench closes around your hand.
Foul Mouth. You can use bonus action to prompt Sir Wrenchinald to hurl insults at a nearby creature, casting vicious mockery at the target.
Pun Master. Once per short rest, as an action you can hold out Sir Wrenchinald to face a creature, causing it spurt out a series of puns, casting hideous laughter or compelled duel (your choice; save DC 15).
Sentience. The wrench is a sentient lawful neutral mace with an Intelligence of 18, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The wrench communicates by speaking out loud and can speak, read, and understand Common, Gnome, and Modron.
Personality. While Sir Wrenchinald is being wielded it emits a constant stream of peculiar observations and insults, directed at anyone who would listen. Sir Wrenchinald values intelligence and mechanical skill above all, and may occasionally challenge its wielder with contests of wit in order to test them. Conflict arises if it feels that its wielder does not match its intelligence or makes decisions it views as foolish. Although Sir Wrenchinald acts as if all challenges are beneath it, it is easily intrigued by a puzzle or strange problem.
Sir Wrenchinald the Third is an eccentric wrench, given sentience after years of being used to create items imbued with magic. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. While holding this weapon, you have advantage on Intelligence checks and saving throws. The wrench consist of two parts; pulling them apart reveals a dagger sheathed within the wrench’s handle. If you are not attuned to the wrench when you unsheathe the dagger you take 1d4 bludgeoning damage as the wrench closes around your hand.
Foul Mouth. You can use bonus action to prompt Sir Wrenchinald to hurl insults at a nearby creature, casting vicious mockery at the target.
Pun Master. Once per short rest, as an action you can hold out Sir Wrenchinald to face a creature, causing it spurt out a series of puns, casting hideous laughter or compelled duel (your choice; save DC 15).
Sentience. The wrench is a sentient lawful neutral mace with an Intelligence of 18, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The wrench communicates by speaking out loud and can speak, read, and understand Common, Gnome, and Modron.
Personality. While Sir Wrenchinald is being wielded it emits a constant stream of peculiar observations and insults, directed at anyone who would listen. Sir Wrenchinald values intelligence and mechanical skill above all, and may occasionally challenge its wielder with contests of wit in order to test them. Conflict arises if it feels that its wielder does not match its intelligence or makes decisions it views as foolish. Although Sir Wrenchinald acts as if all challenges are beneath it, it is easily intrigued by a puzzle or strange problem.
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