Essence Armaments

"Though the names of the legendary weapons (Fane-Eater and the Sword of Akulus) are well known by the Kasniska and the Sankara respectively, besides the prophecies stating that they can only be wielded by the Draelish Champions, all other knowledge of their abilities have been lost to time. Their lesser counterparts, storied to have been wielded by the Shr'keldar, are better known." -Draelish Seer Larkuram Hekelstenes     Air: Whirling Nekut
  • Summons 1-2 Essence manifestations of a Nekut in one or both hands (your choice), which deal lightning damage instead of slashing damage. While you are dual wielding the summoned weapons, when you take the Attack action and attack with one, you can use a bonus action to make one attack with each weapon. You don't add your ability modifier to the damage rolls of the bonus attacks, unless that modifier is negative. If you are at 7th level or higher and you attack and miss a target using the summoned weapons, the target takes 1d4 lightning damage as tiny bolts of lightning leap from within the blades to shock the target.
  Water: Crashing Swarm-stomper
  • Summons 1 Essence manifestation of a Swarm-stomper into your hands, which deals acid damage instead of bludgeoning damage. When you hit a creature that is no more than one size larger than you with this weapon, you can move them 5 feet into an adjacent space. If you are at 7th level or higher and you have advantage on an attack roll against a creature, the first time you hit it with this weapon on your turn, you can instead choose to push it up to 10 feet away from you.
  Earth: Fissuring Pket
  • Summons 1-2 Essence manifestations of a Pket into one or both hands (your choice), which deals thunder damage instead of piercing damage. While you are dual-wielding both weapons, any attack against a structure, a construct, or a target made of stone or crystal deals maximum damage on a hit. If you are at 7th level or higher and have advantage while attacking against a construct or structure and hit, it also counts as a critical hit.
  Life: Thistled Hakim
  • Summons 1 Essence manifestation of a Hakim into one or both hands (your choice), which deals poison damage instead of slashing damage. This weapon has the Barbed modifier as tiny thorns grow along the blades’ edges. When you attack using the weapon against a plant creature or magical plant, you gain 1d4 hit points on a hit. If you are at 7th level or higher, you can roll one hit die and add twice the damage to the attack against any target. If the target is a plant creature or magical plant, it is maximized.
  Hades/Fire: Smoldering Deput
  • Summons 1 Essence manifestation of a Deput into your hands, which deals fire damage instead of bludgeoning damage. The first time you hit a target on your turn, it deals an extra damage die if the target is made of metal or wearing metal armor. If you are at 7th level or higher, at the end of your third turn of wielding the summoned weapon, the next time you hit a target with this weapon, a burst of lava splashes outward away from you in a 15-foot cone. Each creature in the area must succeed on a DC 13 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. This ability can’t be used again until 3 more turns have passed.
  Heavens/Sun: Scorching Bladed Jadek
  • Summons 1 Essence manifestation of a Bladed Jadek into your hand, which deals radiant damage instead of slashing damage. This version of the Bladed Jadek has its range doubled, as the weapon seemingly turns into a disc made of searing light when thrown. Additionally, after you throw the weapon at a target, whether you hit or miss, it disappears, and another one appears in your hand immediately after each attack. If you are at 7th level or higher, when you hit a target with the weapon, they must also make a DC 13 Constitution saving throw or become blinded until the end of their next turn.
  Mind: Trepidatious Dual-claw
  • Summons 1 Essence manifestation of a Dual-claw into one or both hands (your choice), which deals psychic damage instead of slashing damage. When you hit a target with an attack while using this weapon, the next attack you make against that target has advantage if they are not of the Fae creature type. If you are at 7th level or higher, when you hit and score a critical hit with this weapon, whenever the target makes an attack roll or a saving throw, the target must roll a 1d4 and subtract the number rolled from the attack roll or saving throw. This effect lasts until the end of their next turn, and they can't be affected by it again until 24 hours have passed.
  Body: Crippling Jarget
  • Summons 1 Essence manifestation of a Jarget into your hands. The bludgeoning damage of this weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You ignore the superheavy property of this weapon while it is summoned. Whenever you would throw this weapon, you can summon it back into your hands using a bonus action. Additionally, if you use its special property, you instead gain a +8 bonus on strength checks to break down doors. If you are at 7th level or higher, the first time on your turn when you hit a target with an attack roll and that attack roll is 5 or higher above their AC, they are additionally knocked prone.
  Spirit: Severing Long-talon
  • Summons 1 Essence manifestation of a Long-talon into your hands, which deals necrotic damage instead of piercing damage. When you take the Attack action with this weapon, you can choose a point you can see within 20 feet of you. The end of the Long-talon vanishes and reappears at that point, allowing you to make melee weapon attacks with the Long-talon against a creature in or adjacent to that space until the end of your turn. You ignore half-cover with these attacks and treat three-quarters cover as if it were half cover. If you are at 7th level or higher, while holding this weapon, your blindsight is doubled and you can see into the ethereal plane within its range.
  Light: Distorting Heavy Jadek
  • Summons 1 Essence manifestation of a Heavy Jadek into your hand, which deals radiant damage instead of bludgeoning damage. This version of the Heavy Jadek has its range doubled, as the gravity surrounding the weapon distorts when thrown. Additionally, after you throw the weapon at a target, whether you hit or miss, it disappears, and another one appears in your hand immediately after each attack. If you are at 7th level or higher, the first time on your turn when the thrown weapon successfully hits a target, the gravity within a 10-foot-radius sphere centered on the target ripples out crushing gravitic energy, causing creatures within to have their speed halved until the end of their next turn. The distorted gravity then fades.
  Shadow: Refracting Hedan
  • Summons 3 Essence manifestations of a Hedan, one of which forms in your hand while the other two appear like shadows on your back. These deal necrotic damage instead of piercing damage. This version of the Hedan has its range doubled, as the weapon is seemingly masked by deep shadows when thrown. When you throw this weapon and it hits a creature, it collapses into shadows and sinks into them. Immediately afterwards, another Hedan appears in your hand if it is open, disappearing from your back. If you miss with one or all 3 are absorbed, you can summon any number of them back to you using a bonus action. If you are at 7th level or higher, when you successfully hit the same target with all 3 Hedans thrown, the target’s memories of you seemingly disappear from their mind, and they cannot detect your presence until the end of your next turn. While this effect is active, you cannot summon the Hedans back to you, but any attacks made against the target by you while they are affected in this way deals an extra 1d6 psychic damage. Once this ability has been used against a target, that target cannot be affected by it again until 24 hours have passed.
  Flux: Anarchic Dance of Claws
  • Summons 1 Essence manifestation of a Dance of Claws into your hands, which deals force damage instead of slashing damage. When you summon this weapon, you can expend an additional Essence Charge to deal an extra 1d12 force damage with it while it is manifested. If you are at 7th level or higher and you expended an additional Essence Charge when you summoned this weapon, as an action at any time while this weapon is summoned, you can blast out a beam of pure energy starting from you in a 15 by 60-foot line. Select cold, fire, force, or lightning energy. Targets within must succeed on a DC 15 Dexterity saving throw, taking 4d8 damage of the type chosen by you on a failed save, or half as much damage on a successful one. After you use this ability, your weapon loses the extra 1d12 force damage. Oncee this weapon disappears, it cannot be manifested again until you finish a long rest.
  Prismatic: Obsidian Twin-fang
  • (Prerequisite: Apprentice of Xaudin feat) Summons 1 Essence manifestation of a Twin-fang into your hands, which deals cold damage instead of piercing damage. If the target is a creature and you roll a critical hit, the creature takes an extra 2d10 necrotic damage, and you regain a number of hit points equal to the necrotic damage dealt. If you are at 12th level or higher, this weapon deals an additional 1d10 cold damage.
  Magmatic: Platinum Sirn
  • (Prerequisite: Disciple of Sundar feat) Summons 1-2 Essence manifestations of a Sirn into one or both hands (your choice), which deals lightning damage instead of slashing damage. When you successfully parry using the Sirn, you gain 1d6 temporary hit points (these do not stack). If you are at 12th level or higher, the manifestations count as a +1 Sirn, and when you successfully parry an attack, you gain 2d6 temporary hit points instead.
Draelish Weapons
  • Click here to see the list of Draelish weapons and what properties are attached to them.
Click here to return to the Draelish Ancestry page.


Cover image: Falindrith by Sam Santala

Comments

Please Login in order to comment!