Wind Dancer's Bladestaff

Wind Dancer’s Bladestaff

Nagninata, 2 handed Finesse, Slashing   DMG: 2d6+1  

First Awakening

 

Passives:

  Wind Infusion: This weapon starts with a infusion from a minor wind rift at 1d4 (wind damage) but can be upgraded by infusions from more powerful wind rifts.   Lock Step: A number of times per day equal to your dexterity bonus you can use this ability to study an enemies movements in combat for a turn. Doing so gives you several advantages: They have disadvantage on attacks against you for the next round, you know one weakness or resistance they have and lastly know their defensive capabilities (AC). Each time you use Lock Step you roll a 1d8. If you roll an 8 you gain a kata reference point. If you roll a 1 you lose it. If you accumulate 3 kata reference points you can develop a new kata to use in place of your basic wind kata that be changed out on a short rest.  

Active:

  Wind Kata: You begin performing a wind kata. A series of dancelike martial arts moves, often with a weapon. This process takes 1 round and requires concentration. When doing this your AC is increased by 5 and you gain 2d10 temporary HP. If you maintain concentration and complete the kata for the remainder of combat you can use Wind Dance which deals Weapon damage plus your proficiency bonus plus character level in wind damage to all targets within 20 feet of you (make an attack roll with each, the last enemy you hit is where you end up in front of). Using this ability to finish an enemy within 250 feet of a wind rift grants you a +5 to your infusion roll when closing a rift.

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