bloodshed343
2015-06-18, 12:41 PM
A series of rituals for making different weapons.
All rituals take one hour, have a permanent duration, and require a weapon the caster is proficient with as a focus.
Prismatic Blade:
Transforms your weapon into a long, elegantly curved blade of myriad colors. It gains the two-handed and finesse properties and loses all other properties. Its damage die becomes 1d10.
Whenever you use a spell or ability that deals acid, cold, fire, lightning, or thunder damage, the blade gains one charge. The weapon can hold a number of charges equal to your spellcasting ability modifier. Whenever you use an ability that does one of these damage types, you may spend a bonus action to expend any number of charges, dealing an additional 1d6 damage per charge spent. If you do, this weapon cannot gain charges until you finish a short rest.
Staff of the Sun King:
Your weapon transforms into a long, bronze staff topped with a brazen sun. The weapon gains the two-handed property and loses all other properties. Its damage die becomes 1d8.
The staff gains a charge every hour while in direct sunlight. The staff can hold a number of charges equal to your spellcasting ability modifier. As an action, you may spend one charge to cast Produce Flames.
As an action, you may spend five charges to cast Burning Hands as a first level spell. If you do, the staff cannot gain charges until you finish a long rest.
Totem of Growth and Decay :
Your weapon becomes a short, gnarled club tipped in thorns. It gains the light property and loses all other properties. Its damage die becomes 1d6.
You activate an aura around yourself with a range of 30'. Whenever a creature of CR 1 or greater dies within the aura, you may use your reaction to capture the creature's life force, gaining a charge. This weapon may hold a number of charges equal to your spellcasting ability modifier.
As an action, you may expend one charge to cast Thorn Whip.
As an action, you may expend any number of charges to heal each ally in the aura for 1d4 hit points per charge spent. If you do, the totem cannot gain charges until you finish a short or long rest.
Moonsilver Trident:
Your weapon becomes a long, slender, pearlescent trident, with a long blade crossed by a dramatically curved crescent moon forming the three points. It gains the thrown (30'/60') and finesse properties and loses all other properties. Its damage die becomes 1d8.
The weapon gains one charge per hour while in moonlight. It can hold a number of charges equal to your spellcasting ability modifier.
As an action, you may spend one charge to cast Control Water.
As an action, you may spend any number of charges to make a ranged spell attack against an enemy within 30', dealing 1d8 radiant damage per charge spent on a hit. After using this action, the spear may not gain charges until you complete a short or long rest.
All rituals take one hour, have a permanent duration, and require a weapon the caster is proficient with as a focus.
Prismatic Blade:
Transforms your weapon into a long, elegantly curved blade of myriad colors. It gains the two-handed and finesse properties and loses all other properties. Its damage die becomes 1d10.
Whenever you use a spell or ability that deals acid, cold, fire, lightning, or thunder damage, the blade gains one charge. The weapon can hold a number of charges equal to your spellcasting ability modifier. Whenever you use an ability that does one of these damage types, you may spend a bonus action to expend any number of charges, dealing an additional 1d6 damage per charge spent. If you do, this weapon cannot gain charges until you finish a short rest.
Staff of the Sun King:
Your weapon transforms into a long, bronze staff topped with a brazen sun. The weapon gains the two-handed property and loses all other properties. Its damage die becomes 1d8.
The staff gains a charge every hour while in direct sunlight. The staff can hold a number of charges equal to your spellcasting ability modifier. As an action, you may spend one charge to cast Produce Flames.
As an action, you may spend five charges to cast Burning Hands as a first level spell. If you do, the staff cannot gain charges until you finish a long rest.
Totem of Growth and Decay :
Your weapon becomes a short, gnarled club tipped in thorns. It gains the light property and loses all other properties. Its damage die becomes 1d6.
You activate an aura around yourself with a range of 30'. Whenever a creature of CR 1 or greater dies within the aura, you may use your reaction to capture the creature's life force, gaining a charge. This weapon may hold a number of charges equal to your spellcasting ability modifier.
As an action, you may expend one charge to cast Thorn Whip.
As an action, you may expend any number of charges to heal each ally in the aura for 1d4 hit points per charge spent. If you do, the totem cannot gain charges until you finish a short or long rest.
Moonsilver Trident:
Your weapon becomes a long, slender, pearlescent trident, with a long blade crossed by a dramatically curved crescent moon forming the three points. It gains the thrown (30'/60') and finesse properties and loses all other properties. Its damage die becomes 1d8.
The weapon gains one charge per hour while in moonlight. It can hold a number of charges equal to your spellcasting ability modifier.
As an action, you may spend one charge to cast Control Water.
As an action, you may spend any number of charges to make a ranged spell attack against an enemy within 30', dealing 1d8 radiant damage per charge spent on a hit. After using this action, the spear may not gain charges until you complete a short or long rest.