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MAGIC ITEM: First Betrayer's Tail
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<blockquote data-quote="Keaggan" data-source="post: 8199548" data-attributes="member: 7025002"><p>Hello everyone. Need some feedback on this magic item I made for one of my players. I make unique items (legendary relic level) that grow with each player through the campaign. A bit of background on the PC that is getting is a Sorcerer that had to permanently sacrifice 4 spell slots to acquire the item. I also don't allow multiclassing so they won't be going into a martial class. I'd love to hear your thoughts on the item.</p><p></p><p><strong>Betrayer's Tail: (requires attunement) </strong>A leathery black whip with small barbs running down its length before splitting into three small tendrils. The handle has red fur covering the bottom along with four runes written in Abyssal that siphon power. Each one can trap an essence in it. The <em>Betrayer's Tail </em>moves and dances with your current emotional state like an animal's tail. <em>Finesse Weapon, Reach Weapon, Crits on 19-20</em></p><p></p><p><strong>Damage:</strong> 2d6 Slashing + 1d6+Cha Fire</p><p></p><p><strong>Spiteful Snap:</strong> On a critical hit cast any cantrip that requires an attack roll. The target doesn't have to be the one you hit, it can be anything within range.</p><p></p><p><strong>The Embrace:</strong> Once per day use your action to sense a target's abilities and activate <em>The Embrace</em> ritual to steal a spell or spell-like ability from a living target within 120ft. As you concentrate, the whip binds your soul to a single target. (<strong>Concentration</strong>) While bound as an Action you may use the spell/spell-like ability you are attempting to drain. Upon the target's death, a piece of their essence is ripped out along with the power and stored within one of the four Abyssal runes on the whip. <strong>At the end of each of your turns, you take 1d10+5 Necro damage. This can't be reduced and does not break your concentration. You cannot be healed while bound.</strong></p><p><strong></strong></p><p><strong>Whip Cast: </strong>As an action spend a charge to cast a spell. You start every day (either a long rest OR every 24 hours) with <strong>4</strong> charges. </p><p></p><p><strong>Sacrificial Power:</strong> Permanently sacrifice a spell slot to increase a single rune's capacity to two. Each rune demands increasingly more to be sacrificed. Spell Slots: 1st, 2nd, 4th, 6th.</p></blockquote><p></p>
[QUOTE="Keaggan, post: 8199548, member: 7025002"] Hello everyone. Need some feedback on this magic item I made for one of my players. I make unique items (legendary relic level) that grow with each player through the campaign. A bit of background on the PC that is getting is a Sorcerer that had to permanently sacrifice 4 spell slots to acquire the item. I also don't allow multiclassing so they won't be going into a martial class. I'd love to hear your thoughts on the item. [B]Betrayer's Tail: (requires attunement) [/B]A leathery black whip with small barbs running down its length before splitting into three small tendrils. The handle has red fur covering the bottom along with four runes written in Abyssal that siphon power. Each one can trap an essence in it. The [I]Betrayer's Tail [/I]moves and dances with your current emotional state like an animal's tail. [I]Finesse Weapon, Reach Weapon, Crits on 19-20[/I] [B]Damage:[/B] 2d6 Slashing + 1d6+Cha Fire [B]Spiteful Snap:[/B] On a critical hit cast any cantrip that requires an attack roll. The target doesn't have to be the one you hit, it can be anything within range. [B]The Embrace:[/B] Once per day use your action to sense a target's abilities and activate [I]The Embrace[/I] ritual to steal a spell or spell-like ability from a living target within 120ft. As you concentrate, the whip binds your soul to a single target. ([B]Concentration[/B]) While bound as an Action you may use the spell/spell-like ability you are attempting to drain. Upon the target's death, a piece of their essence is ripped out along with the power and stored within one of the four Abyssal runes on the whip. [B]At the end of each of your turns, you take 1d10+5 Necro damage. This can't be reduced and does not break your concentration. You cannot be healed while bound. Whip Cast: [/B]As an action spend a charge to cast a spell. You start every day (either a long rest OR every 24 hours) with [B]4[/B] charges. [B]Sacrificial Power:[/B] Permanently sacrifice a spell slot to increase a single rune's capacity to two. Each rune demands increasingly more to be sacrificed. Spell Slots: 1st, 2nd, 4th, 6th. [/QUOTE]
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MAGIC ITEM: First Betrayer's Tail
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