Howl of the Sky (3.5e Equipment)

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Author: Eiji-kun (talk)
Date Created: 9-29-11
Status: Complete
Editing: Mechanical changes on Talk please.
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Howl of the Sky

The Howl of the Sky uses the Functional Weapons of Legacy variant rule.

Howl of the Sky
Price: 2390 gp
Body Slot: Held
Caster Level: 20th
Aura: Strong Universal (DC 30)
Activation: See Text
Weight: 10 lb

This glorious golden bladelance is practically a greatsword on a long haft, its body glimmering gold and crackling with static sparks. Swinging it around fills the room with the smell of ozone and whips up wind unnaturally.

Said to have been the weapon of choice to a nameless powerful dragon hunting sky deity, this being committed some crime and was ejected out of heaven, its glory and power lost. While little is known about the original owner, their weapon remains in the world as a pale shade of its former self. It is said those with great bravery and skill can unlock a fragment of the divine spark still remaining within. It starts out as a +1 bladelance which can be activated as a swift action, dealing an extra 1d6 points of electrical damage on the next attack it makes. As various rituals are made and power is gained, the weapon starts taking on stronger powers. There are five rituals that are performed, they must be performed in order (the 2nd ritual must be completed before you start the 3rd, even if you achieve the 3rd level pre-requisites). Rituals cost gold (in the form of feeding the blade raw materials) and xp, with an additional pre-requisite. Once the 1st level ritual is unlocked, the weapon displays its omen effect. You can take time out and spend 8 hours bringing the weapon to the next level once you have the pre-requisites.

The Howl of the Sky is a unique magic item, on its way to becoming an artifact. While it has a price, it cannot be completely destroyed. If reduced to 0 hp, it instead falls inert in a broken condition, and unable to be used until repaired, but is not destroyed as items usually are. It is treated as an artifact against the effects of mage's disjunction.

Omen: When wielded the wind whips up around the user dramatically. They are always under the effect of fan at all times.

1st Ritual (Flashing Lightning Spear)

Dragon Hunter (Ex): The weapon gains a +2 sacred bonus to attack rolls against creatures of the Dragon type, and glows slightly within 60 ft of a dragon.

Power of the Sky (Su): The weapon deals an additional 1d6 electrical damage. This stacks with the previous weapon buff, but is constant.

Thunderous Charge (Ex): Whenever you use the Stinger ability of the bladelance, you can charge three times your movement distance and on impact you deal an additional 2d6 sonic damage. If the attack was a critical hit, they are deafened for 1 minute and knocked prone if it was moved by the bull rush.

Pre-Requisites: BAB +3 or 2nd level [Electricity] spells, must defeat any creature of the Dragon type.

Cost: 2000 gp, 80 xp

2nd Ritual (Thunderous Sky Serpent)

Dragon Aegis (Ex): When wielding this weapon you become immune to the frightful presence of dragons, and gain improved evasion against breath weapons (even in medium or heavy armor).

Improved Dragon Hunter (Ex): Against creatures of the Dragon type, your weapon deals an additional +2d6 damage, and the detection radius now spreads to 120 ft.

Lightning Rail (Su): As a standard action you may project a bolt of lightning, duplicating the effect of lightning bolt with a caster level equal to your HD, and using your highest ability modifier for damage. The saving throw is DC 10 + 1/2 HD + your highest ability modifier. You may use this every other round.

You can take a 1 round action to perform your lightning rail ability in conjunction with any [Electricity] spell that has a casting time of 1 standard action or less.

Pre-Requisites: BAB +6 or 3rd level [Electricity] spells, must defeat an opponent with an electrically buffed thunderous charge of your CR -2 or higher.

Cost: 8000 gp, 320 xp

3rd Ritual (Falling Sky Serpent)

Dragonfall (Su): You can shout a commanding cry to the heavens. Any Dragons within a 100 ft cone or 200 ft line must make a Will save (DC 10 + 1/2 HD + highest mental ability modifier) or be forced to land and be unable to fly for 1 minute. This is a mind-affecting compulsion effect. You may use this ability once every 5 rounds.

You can affect non-dragons but it becomes single target (with a range of 200 ft), and the cooldown time becomes 1 minute.

Both effects can be lifted by any effect which removes curses.

Improved Power of the Sky (Su): The weapon deals an another additional 1d6 electrical damage, and 2d10 additional damage (for it's x3 critical multiplier) as if it were a Shocking Burst weapon. This stacks with the previous weapon buff (and Shocking Burst).

Lightning Stake (Ex): If you make a successful grapple or trip attempt, you may immediately knock your opponent prone (if they aren't already) and make a melee attack against your opponent, dealing maximum base weapon damage (including enhancements and buffs, but not non-weapon abilities like sneak attacks). This breaks the grapple (if a grapple attempt was used).

Pre-Requisites: BAB +9 or 5th level [Electricity] spells, must defeat a flying opponent of your CR -2 or higher and have them die in mid-air, or die on impact with the ground.

Cost: 18,000 gp, 720 xp

4th Ritual (Lances of Heaven)

Divine Lightning (Su): Your lightning damage (both done by the weapon and done by spells and other effects) now bypasses the resistances and immunities of electricity of Dragons. Against non-Dragons, half of the electrical damage may be converted to pure divine damage instead.

Rebuke Dragons (Su): You gain the ability to rebuke dragons like an evil cleric rebukes undead. You cannot command them, but on the result of command you may instead choose to make a suggestion to the dragon which goes off with no save.

You may choose to expend rebuke attempts as a swift action to gain a move action.

Volt Splash (Su): As a standard action you can slam your weapon into the ground, producing a shockwave that ripples on the ground dealing your lightning rail damage to all creatures in up to a 30 ft radius burst, centered on you. You can choose to make it smaller if you wish. This, and your lightning rail ability, no longer have a 10 dice damage cap. You may use this every other round.

Pre-Requisites: BAB +12 or 6th level [Electricity] spells, must you must down a flying creature and then defeat it with your Lightning Stake.

Cost: 32,000 gp, 1280 xp

5th Ritual (Dragonlord)

Pure Electricity (Su): You can choose to transform all the damage from your weapon into electrical damage. Regardless if it's doing full or partial electrical damage, you gain a +2 bonus to attack against creatures wearing metal heavy armor or otherwise composed of a great deal of metal.

Command Dragons (Su): You may now command, instead of just suggest, dragons with your rebuke dragons ability. You may also summon a dragon 1/day of your CR -2 or lower. The dragon lasts for 8 hours, and will follow your commands and act as your mount. If the dragon is slain, you cannot summon another dragon until you sacrifice 5000 diamonds in a ritual over the course of 8 hours.

Skybreaker Rail (Su): Your lightning rail ability now reaches out for 100 miles/level. All creatures caught in this, or volt splash, now are also affected by a free bull rush as if you used thunderous charge.

Pre-Requisites: BAB +15 or 8th level [Electricity] spells, use your suggestion ability on a dragon.

Cost: 50,000 gp, 2000 xp

Prerequisites: N/A.
Cost to Create: Unique item, cannot be created.



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Eiji-kun's Homebrew (5607 Articles)
Eiji-kunv
AuthorEiji-kun +
Body SlotHeld +
Cost2390 gp +
Identifier3.5e Equipment +
RatingUndiscussed +
SummaryA weapon of legacy bladelance said to have been owned by a long forgotten sky deity, who was banished and forgotten for some unspeakable crime. As it grows, it grants greater and greater powers. +
TitleHowl of the Sky +