Sparkblade Mk. 1
Weapon (any sword), rare (requires attunement)
As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades.
This magic weapon has 6 charges. You can regain charges by swinging the weapon vigorously for 10 minutes, without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 charges on a successful check, or half as many charges on a failure. If you attempt to recharge this item for a second or subsequent time between long rests, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. As a bonus action, you can pull the trigger 1, 2, or 3 clicks, energizing the blade for 1 minute:
1 Click. You expend 1 charge. For the duration, each time you hit with this weapon you deal an additional 1d4 lightning damage.
2 Clicks. You expend 3 charges. For the duration, each time you hit with this weapon you deal an additional 1d4 + 1 lightning damage and the target must succeed on a DC 12 Constitution saving throw or lose its reaction.
3 Clicks. You expend 6 charges. For the duration, each time you hit with this weapon you deal an additional 1d4 + 2 lightning damage and the target must succeed on a DC 15 Constitution saving throw or lose its reaction. If it fails this save by 5 or more (DC 9), it is stunned until the start of its next turn.
Uncommon variant: Decrease the additional damage to 1/ 2/ 3 respectively and the DCs by 2.
Very rare variant: Increase each damage die to a d6 and the DCs by 1.
Legendary variant: Increase each damage die to a d8 and the DCs increase by 2.
As arcanodynamos have become more common, there has been an explosion in devices making use of this magic-generating technology. From lanterns to rollerskates, and now: sparkblades.
This magic weapon has 6 charges. You can regain charges by swinging the weapon vigorously for 10 minutes, without interruption. At the end of this time, make a DC 10 Strength (Athletics) check. The item regains 1d6 charges on a successful check, or half as many charges on a failure. If you attempt to recharge this item for a second or subsequent time between long rests, you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. As a bonus action, you can pull the trigger 1, 2, or 3 clicks, energizing the blade for 1 minute:
1 Click. You expend 1 charge. For the duration, each time you hit with this weapon you deal an additional 1d4 lightning damage.
2 Clicks. You expend 3 charges. For the duration, each time you hit with this weapon you deal an additional 1d4 + 1 lightning damage and the target must succeed on a DC 12 Constitution saving throw or lose its reaction.
3 Clicks. You expend 6 charges. For the duration, each time you hit with this weapon you deal an additional 1d4 + 2 lightning damage and the target must succeed on a DC 15 Constitution saving throw or lose its reaction. If it fails this save by 5 or more (DC 9), it is stunned until the start of its next turn.
Uncommon variant: Decrease the additional damage to 1/ 2/ 3 respectively and the DCs by 2.
Very rare variant: Increase each damage die to a d6 and the DCs by 1.
Legendary variant: Increase each damage die to a d8 and the DCs increase by 2.
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