Urchin Flail
Weapon (flail), uncommon (requires attunement)
A sphere of dark purple bristling with needle-sharp spines is connected to a driftwood shaft by a rusted chain.
This magic weapon deals piercing damage, instead of a flail’s usual bludgeoning damage. You can replace any attack with a spikeshot; a thrown (range 20/60) ranged weapon attack that deals 1d6 piercing damage on a hit.
Spikey Death Balls. As an action, you can fire all the flail’s spikes to a point you can see within 60 feet, where they blossom into a field of squirming, darting, baby urchins. On land, you cover a square up to 15 feet on a side with these spike balls. Underwater, you fill a cube up to 15 feet on a side. A creature must make a DC 13 Dexterity saving throw when it enters the area for the first time on a turn or starts its turn there. A creature moving through the area at half speed makes this saving throw with advantage. On a failure, a creature takes 4d4 piercing damage and has its speed reduced by 10 feet until it takes an action to remove the urchin. On a success it takes half as much damage and is not slowed.
Once you use this feature, until the next dawn, the flail’s damage becomes bludgeoning, you can’t make a spikeshot attack, and you can’t use this property again.
Hydrodynamic. This weapon is hydrodynamic; attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.
Rare variant: You have a +1 bonus to attack and damage rolls made with this weapon. The area/volume you can fill with these spike balls increases to 20 feet on a side, the damage increases to 4d6, and the DC increases to 15.
Very Rare variant: You have a +2 bonus to attack and damage rolls made with this weapon. The area/ volume you can fill with these spike balls increases to 25 feet on a side, the damage increases to 4d8, and the DC increases to 16.
A sphere of dark purple bristling with needle-sharp spines is connected to a driftwood shaft by a rusted chain.
This magic weapon deals piercing damage, instead of a flail’s usual bludgeoning damage. You can replace any attack with a spikeshot; a thrown (range 20/60) ranged weapon attack that deals 1d6 piercing damage on a hit.
Spikey Death Balls. As an action, you can fire all the flail’s spikes to a point you can see within 60 feet, where they blossom into a field of squirming, darting, baby urchins. On land, you cover a square up to 15 feet on a side with these spike balls. Underwater, you fill a cube up to 15 feet on a side. A creature must make a DC 13 Dexterity saving throw when it enters the area for the first time on a turn or starts its turn there. A creature moving through the area at half speed makes this saving throw with advantage. On a failure, a creature takes 4d4 piercing damage and has its speed reduced by 10 feet until it takes an action to remove the urchin. On a success it takes half as much damage and is not slowed.
Once you use this feature, until the next dawn, the flail’s damage becomes bludgeoning, you can’t make a spikeshot attack, and you can’t use this property again.
Hydrodynamic. This weapon is hydrodynamic; attacking while underwater doesn’t impose disadvantage on attack rolls you make with this weapon.
Rare variant: You have a +1 bonus to attack and damage rolls made with this weapon. The area/volume you can fill with these spike balls increases to 20 feet on a side, the damage increases to 4d6, and the DC increases to 15.
Very Rare variant: You have a +2 bonus to attack and damage rolls made with this weapon. The area/ volume you can fill with these spike balls increases to 25 feet on a side, the damage increases to 4d8, and the DC increases to 16.
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