The weapon recombines into its normal form immediately after the last attack. Each attack granted by your Flurry of Blows that uses the staff has a range of 10 feet. When you use your Flurry of Blows, you can immediately move up to 5 feet, without provoking opportunity attacks, and the staff separates into three sections the dragon’s scales pull apart to reveal a magical chain that connects the weapon’s three parts. You can use this weapon to make the attacks granted to you by your Flurry of Blows. A silver dragon wraps up the length of the staff, with scales that look like metal plates. This quarterstaff can convert kinetic force into added reach. Staff of the Whirling Wyrm Weapon (quarterstaff), uncommon (requires attunement by a monk) You lose this speed at the end of your turn, falling if you are in the air and nothing else is holding you aloft. While you’re holding the two swords in either hand, you gain a flying speed equal to your walking speed whenever you take the Dash action. If the attack misses as a result of this reaction and the attacker is within 5 feet of you, you can immediately make an opportunity attack against the attacker using one of the scimitars. While holding each of the swords in either hand, you can use your reaction when you’re hit by a melee attack to gain a +4 bonus to your AC against the triggering attack, potentially causing it to miss you. When you do, the color of its metal changes to reflect the new damage type. While one of them is in your hand, you can use a bonus action to change its damage type to a different one. Any target hit by one of the scimitars takes an extra 1d10 damage of its associated type. Each of the swords is associated with a damage type: either acid, cold, fire, lightning or poison. While holding one of the swords, you always know the general direction and distance of the other. Despite there being two weapons, they are considered to be a single item for the purposes of attuning to them. This pair of twin scimitars features draconic guards and winglike blades. ✨ Patrons get huge perks! Access this and hundreds of other item cards, art files, and compendium entries when you support The Griffon’s Saddlebag on Patreon for less than $10 a month! illustration digital art dungeons and dragons dnd d&dĭragonwing Scimitars Weapon (scimitar), legendary (requires attunement) If these hit points would cause that creature to exceed its hit point maximum, it gains half of those excess hit points as temporary hit points. ![]() That creature then gains a +2 bonus to its AC until the start of your next turn and regains a number of hit points equal to 5 times the level of the spell slot you expended. In addition, while wearing the diadem, you can use an action to touch another creature and expend a spell slot of 1st level or higher. When you cast a spell while wearing the diadem, you can change the spell’s damage type for that casting to radiant damage, unless its normal damage type is necrotic. While wearing the diadem, you have resistance to poison damage and have advantage on saving throws against poison. Unicorn Diadem Wondrous item, very rare (requires attunement by a cleric or paladin)Ī unicorn’s horn rests at the center of this diadem, which can be used as a spellcasting focus while you wear it (as if it were held).
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