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dm:ideas:item_weapons_of_the_greys [2025/06/16 18:53] restlessdm:ideas:item_weapons_of_the_greys [2025/06/16 21:00] (current) – [Aetheric Siphon Claw (Melee - Slashing)] restless
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 Function: Functions as a claw/short sword (1d6 slashing damage). Once per day, when this weapon successfully hits a target that possesses spell slots or psychic abilities, the wielder can choose to siphon a minute amount of their energy. The target must make a Wisdom saving throw (DC 13). If failed, they lose the ability to cast one 1st-level spell or use one minor psychic ability (GM’s discretion) on their next turn, as their connection to their power is briefly disrupted. This does not consume a Grey’s action. Function: Functions as a claw/short sword (1d6 slashing damage). Once per day, when this weapon successfully hits a target that possesses spell slots or psychic abilities, the wielder can choose to siphon a minute amount of their energy. The target must make a Wisdom saving throw (DC 13). If failed, they lose the ability to cast one 1st-level spell or use one minor psychic ability (GM’s discretion) on their next turn, as their connection to their power is briefly disrupted. This does not consume a Grey’s action.
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 +=== Psionic Edge Blade (Sword/Sabre) ===
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 +Description: A straight, double-edged sword crafted from highly polished, obsidian-black onyx. Its surface is perfectly smooth and seems to absorb all light. There are no visible runes or enchantments, but the blade feels subtly heavy with a non-physical weight, almost a mental pressure, when wielded.
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 +Functionality: Functions as a medium sword (1d8 slashing damage). Its true power lies in direct mental assault. On a successful hit, the blade delivers its normal damage. Additionally, once per day, the wielder can choose to send a psychic spike into the target’s mind. The target must make a Wisdom saving throw (DC 13). If failed, they take an additional 1d4 psychic damage and are stunned for 1 round (cannot take actions), as their mind is overwhelmed by alien thought-patterns. If successful, they take no psychic damage but are disoriented, suffering disadvantage on their next attack roll.
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Do not meddle in the affairs of wizards, for they are subtle and quick to anger