Home Creators Posts Import Register Favorites Logout

Content

Pins & Needle

Weapon (rapier), uncommon (requires attunement)

Component: fey psyche

An old wives’ tale, the Needlemonger is said to catch wandering children, sewing them into their own shadow and bundling them off to become the playthings of the unseelie court. Despite an innocuous appearance, this long, narrow blade specialises in immobilising targets and disabling limbs.

This weapon has 6 charges and regains 1d4 + 2 expended charges daily at dawn.

Darts and Crafts. While attuned to this sword, you can pull the pins out of their cushion and use them as magical darts. You are considered proficient with these darts. When you hit a creature with one of these darts, you can spend 1 charge to cast the pins & needles cantrip on it (save DC 13; no action required). A dart that’s been removed from the cushion disappears at the end of your turn, and a new one appears in the cushion to replace it.

Shadow Stitcher. When you hit a creature in dim or bright light with this sword, you can spend 1 charge to manifest ethereal threads which attempt to stitch it to its own shadow. The creature must succeed on a DC 13 Strength saving throw or have its speed reduced to 0 until the end of its next turn.

---------------------------------------

Pins & Needles

Biomancy* cantrip (*can be replaced with evocation)

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Class: Druid, Sorcerer, Warlock, Wizard

You momentarily shut down a small part of the nervous system of a creature you can see within range, before overstimulating it and causing crippling pain. The creature must succeed on a Constitution saving throw or take 1d8 psychic damage. If the target fails its saving throw by 5 or more, it has disadvantage on the next attack roll it makes before the end of its next turn as it temporarily loses full control of a part of its body.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

---------------------------------------

Rare variant: Increase the save DCs to 15, and the damage of pins & needles to 2d8. A creature that fails its saving throw against the Shadow Stitcher property is restrained until the end of its next turn.

Very rare variant: Increase the save DCs to 16, the damage of pins & needles to 2d8, the charges to 7, and the charges regained to 1d4 + 3. A creature that fails its saving throw against the Shadow Stitcher property is restrained until the end of its next turn. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

---------------------------------------

DOWNLOAD THEM ALL HERE

Files

Comments

No comments found for this post.