Preying Mantis
Preying Mantis
Wondrous item, rare (requires attunement)
This item can function as a prosthetic forearm or can be inserted into your arm as part of the attuning process. Either way, it can’t be removed against your will while you remain attuned to it. The item has 3 charges and regains 1d3 expended charges daily at dawn.
Mantis Jab. While wearing the prosthetic, you can use a bonus action to extend or retract the blade within it, which functions as a shortsword while it’s extended. While the blade is extended, you can use an action to expend 1 charge and make a special melee attack with it. On a hit, the target suffers the attack's normal effects and must make a DC 15 Constitution saving throw, taking 1d8 poison damage on a failure, or half as much damage on a success. A spellcaster that fails this save takes 1d8 psychic damage additionally and needs to make a concentration-saving throw (DC10) and can’t cast spells of 1st level or higher until the start of your next turn if he fails the savingthrow.
Wondrous item, rare (requires attunement)
This item can function as a prosthetic forearm or can be inserted into your arm as part of the attuning process. Either way, it can’t be removed against your will while you remain attuned to it. The item has 3 charges and regains 1d3 expended charges daily at dawn.
Mantis Jab. While wearing the prosthetic, you can use a bonus action to extend or retract the blade within it, which functions as a shortsword while it’s extended. While the blade is extended, you can use an action to expend 1 charge and make a special melee attack with it. On a hit, the target suffers the attack's normal effects and must make a DC 15 Constitution saving throw, taking 1d8 poison damage on a failure, or half as much damage on a success. A spellcaster that fails this save takes 1d8 psychic damage additionally and needs to make a concentration-saving throw (DC10) and can’t cast spells of 1st level or higher until the start of your next turn if he fails the savingthrow.
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