Weapon (scimitar), very rare (attunement by a creature of non-lawful alignment)
Sandstorm is a magical scimitar imbued with the power of wind. You have a +2 bonus to attack and damage rolls made with this magic weapon. If you roll a 20 on an attack roll, the target must make a DC 15 Constitution saving throw or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Additionally, you gain resistance to fire damage and bludgeoning damage caused by wind.
As an action, you can kick up a small twister which produces the effects of a wind wall spell centred on yourself (save DC 15). Those caught within the area must also make a DC 15 Constitution saving throw or be blinded for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once this property of the scimitar is used, it cannot be used again until the next dawn.
Sentience. Sandstorm is a chaotic neutral sentient weapon. It has an Intelligence score of 13 (+1), a Wisdom score of 14 (+2), and a Charisma score of 18 (+4). It has hearing and darkvision out to 120 feet. The weapon can speak, read and understand Common and Draconic. While you are attuned to it, Sandstorm understands all languages you know. Personality. Sandstorm is cynical and humourless, only looking out for itself. It is also quite greedy, and it constantly complains to its wielder when it sees something it wants. Conflict arises during the next dawn if the wielder doesn't allow it to look at objects of great monetary value.
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