Roaring scionic weapons are the pinnacle of scionic technology, requiring hefty ressources to produce even one of them. They all require attunement. When attuning to such a weapon, a creature takes 5d8 lightning damage.
Melee Weapons
Any melee weapon, very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon, which deals an extra 2d6 lightning damage on a hit. This weapon has the Explosive Retreat and Galvanic Engage properties.
Explosive Retreat. When you hit a creature with this weapon, you can choose to detonate the creature. The creature must make a DC 16 Dexterity saving throw, taking 4d8 lightning damage on a failed save, or half as much damage on a successful one. The detonation pushes you 10 feet away from the creature. Once used, this property can't be used again until the next dawn.
Galvanic Engage. On your first turn in combat, you can use your bonus action to move up to half your speed towards an enemy creature. If you end this movement within 5 feet of an enemy, your next weapon attack releases explosive energy, dealing an extra 4d8 lightning damage. Once used, this property can't be used again until the next dawn.
Ranged Weapons
Any ranged weapon, very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you make attacks using this weapon, you fire electricity generated from the armament and can ignore the ammunition, barrel, or reload property of the weapon, dealing lightning damage instead of the weapon's normal damage. This weapon has the Guiding Fury and Lightning Surge properties.
Guiding Fury. While holding this weapon, you can unleash the rage held within its bones to make a ranged weapon attack with advantage. On a hit, you deal the weapon's damage and lightning streaks from the target to a different creature of your choice within 30 feet of it. Make a ranged weapon attack against the new target, and on a hit, deal the weapon's damage and the lightning streaks again. A creature can be targeted only once by each use of guiding fury. Once used, this property can't be used again until the next dawn.
Lightning Surge. When you hit a creature with this weapon, your speed increases by 5 feet until the end of your next turn, increasing with each subsequent hit.
Spellcasting Focus
Any spellcasting focus, very rare (requires attunement)
You gain a +2 bonus to spell attack rolls made with this focus and can cast the shocking grasp cantrip, using your spellcasting modifier. When you roll a 1 or 2 on a damage die for a spell that deals lightning damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. This weapon has the Ionized Conduit and Lighting Harness properties.
Ionized Conduit. As a bonus action, you can increase the polarity of the focus. For the next minute, creatures you target with spells that deal lightning damage have a -5 penalty to their saving throw against that spell if they are wearing or carrying metal. Once used, this property can't be used again until the next dawn.
Lightning Harness. As a reaction to taking lightning damage, you can harness the energy, granting yourself a 30-foot flying speed for the next minute. You must concentrate on this effect as you would a spell. When the effect ends, you fall if you are still aloft at a rate of 30 feet per round, unless you can stop the fall.
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