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Thornpiercer

Alter: This rose has a stem large enough to hold like the hilt of a weapon. You can focus on the rose as a bonus action to cause it to grow one of the following weapons from its center: a dagger, shortsword, rapier, or whip. If the hilt already has a weapon growing from its center, the existing weapon withers away and disintegrates, allowing the new one to take its place.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, targets hit by the weapon take an extra 1d4 piercing damage. If you are a druid or are proficient with either simple or martial weapons, you are proficient with the weapons that Thornpiercer grows.

Each weapon option has a unique property.
Dagger:
When you throw this weapon, only the blade is thrown from the rose hilt. Hit or miss, when the blade reaches its target, it erupts into a burst of thorns. The target and up to 3 other creatures of your choice within 10 feet of it must succeed on a DC 17 Dexterity saving throw or take 1d4+2 piercing damage.

Rapier:
When you roll a 20 on an attack roll with this weapon, the blade's thorns eviscerate the inside of the target and deal 3d4 piercing damage. If the target was a Large or smaller creature, it must also make a DC 17 Constitution saving throw. On a failure, its HP maximum is reduced by the amount of damage dealt by this attack. On a success, its reduced by half the amount instead. Once the creature completes a short or long rest, its HP maximum is restored.

Shortsword:
The first creature hit by this weapon on each of your turns must make a DC 17 Constitution saving throw. On a failed save, a creature takes an extra 1d6 poison damage and is poisoned until the end of its next turn.

Whip:
When you hit a Medium or smaller target with this weapon, you can attempt to grapple it with the whip. When you do, you can attempt to grapple it with the whip. When you do, the target must succeed on a DC 17 Strength saving throw or be grappled by viny whip. A grappled target takes 1d4 piercing damage from the whips thorns at the start of each of its turns until it's freed. A creature can use its action to make a DC 17 Strength check, freeing itself or another creature within its reach on a success. The whip breaks off from the hilt when you successfully grapple a target in this way, allowing you to move freely while the target remains grappled.

Attunement: Yes
Rarity: Legendary
Type: Dagger/ Shortsword/ Rapier/ Whip
Cost:???
Griffons Saddlebag, Vol 1

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