Tempest Sickle (3.5e Equipment)
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Tempest Sickle: A fairly looking farming instrument with deep serrated edge. Depending on its wielder could determine how it forms. If it where to be developed on the good path it might have a silver blade with gold trimming on the spine of the blade and a Enriched Yellow Diamond somewhere on its handle or hilt. If it developed onto the evil side it might have a black blade with a tinge of crimson pearlescent if it where to reflect light and a eerie black or deep blue diamond or ruby somewhere. One might say the blade to be one with wind if traveled on the Air path and a simple but ornate bone like handle similar to that of a large birds spine. The description is up to the DM, Have fun~.
WARNING!!
You should note that this weapon is not designed for a player to ask.... but a DM to Offer and not let the player be known to any conditions or effects until said conditions are fulfilled. If the spell Identify is used on this weapon it gives conflicting results as it has SEVERAL spells that are active and yet inactive as if they are not presently in or on the weapon. If the DM or the spell Identify is kind enough they may give some weird or vague inkling to the next step in one of the three Paths. Once a Path has been chosen it is stuck on that path as long as it has a connection to the wielder. Once un-attuned.... the player may find it impossible to re-attune to same weapon. Each Path will have a Low, Moderate, and Strong Ability with the Abilities being unlocked or achieved in that order. If Conditions are fulfilled out of order it will not count until the lower of the ability is unlocked first. If no abilities have been unlocked by the conditions this weapons counts as a +3 Sickle with a strong attachment to the Chaotic Storms of the Air Domain. Stats of the regular Sickle here: SRD:Sickle
Good
Low:
Donate a total of 10 gold to impoverished people
Feed the Needy!
Uses Celestial energy to produce a bubble placing a goodberry(as per the spell, but only one) that fills all who eats it with enough nourishment for 48 hours. This has an added effect to quench thirst for the same duration. May be used once per day.
Moderate:
Build a home to a "noble"(personality) person
Noble's Splendor
Allows the wearer to cast the spells Prayer and Regenerate as per the spells but at a burst range of 30ft centered on wielder of sickle. May use this 2x per day.
Strong:
Raise the stature of a village to a Benevolent city with help from atleast 40 people
Wind of Great Grace
This creates a wave of wind the sweep over the battlefield to cast True Resurrection and Mass Greater Vigor on all allies who are not evil in a 100ft cone. May cast this once per day.
Evil
Low:
Disfigure 6 different people so the scars show
Dabbler of Terror
Able to cast nightmare terrain, DC 14+Dex bonus 3x per day
Moderate:
Traumatize 12 people by inflicting phobias
Inflictor of Algophobia
Able to cast Dark Tide once per day with a DC 17+Dex bonus.
Strong:
Cause a City to fall to a village without assistance from another being.
Becoming 049
May cast Mass Harm and Plague simultaneously once per day as the DC for both is 20+dex bonus.
Air
Low:
Deliver a Coup De Grace via ranged attack with this weapon
Wind Cutter
Gain a 30ft ranged touch attack that deals 1d6 slashing damage. This damage increases by 1d6 every odd level. This replaces your normal melee attack and may use this ability equal to your B.A.B.
Moderate:
Deliver 15 successful attacks in mid air
Air Tempering
Increase the range to 60ft and you may increase the critical threat range on this sickle to 18-20. As well as use any precision based attacks such as sneak attack with it.
Strong:
Earn the grace of a elemental lord of air
Wind Lord's Grace
Increase the critical multiplier to x3. Whenever this weapon has a critical it seemingly always finds the weakest link as it may target anything that usually isnt critable suchs as undead, constructs, plants, etc etc.
Stong Good, Air, Evil; CL Depends;
Weight: 1lb
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