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[Shadow] Weapon Set - Lunar Quell

The signature weapons of the Moon Runners and a crucial line of defense for those without innate protections against the Solar Sickness. The two shapes represent the hope and possibility hidden within the dangers of the night.

LUNAR QUELL
Weapon set (chakram and dagger), uncommon (requires attunement)

This pair of weapons, a chakram and a dagger, count as a single magic item for the purposes of attuning to magic items. While holding both weapons, you only make saving throws to resist Solar Sickness when you take 5 or more radiant damage from Blighted Sunlight Exposure, instead of 4 or more damage.

Exotic. You are only proficient with the chakram if you have the appropriate background or training (at GM's discretion).

Chakram. This basic ring-shaped weapon is a martial weapon used only by those familiar with their design. It has the Light, Finesse, and Thrown properties with a range of (30/120), and deals 1d6 slashing damage on a hit.

Lunar Cycle. While holding one of these weapons, when you throw or make a ranged attack with the other, the thrown weapon returns to your hand after you hit or miss your target.

Moonphase Strikes. This weapon pair is designed to complement each other through the mystical moon. If the first two weapon attacks you make on your turn both hit the same target, you gain one of the following benefits, as determined by your sequence of attacks.

Rare Variant. The rare version of these weapons grants a +1 bonus to attack and damage rolls made with either weapon. Additionally, while you hold both weapons, you can use an action to surround yourself with a veil of darkness. For 1 minute, all nonmagical light within 10 feet of you becomes darkness, and you can see through this darkness as if you have darkvision. While this darkness persists, when you are hit by an attack, you can use your reaction to reduce the damage dealt to 0 and then the darkness ends. Once you have created this darkness using these weapons, it can't be created again until the next dusk.

Very Rare Variant. The very rare version of these weapons has this change. You have a +2 bonus to attack and damage rolls made with either weapon, and you can create the darkness as described in the rare variant. You can create the darkness this way twice instead of once, regaining expended uses of the property daily at dusk.

DESIGN COMMENTARY

The base uncommon version of this item is simple - just a +1d4 damage per turn, which is about in line with an attunement Uncommon item (compare +2.5 damage to +1 to attack/damage from a non-attunement +1 weapon). There's two extra ribbons (properties that offer very minor benefits) for attuning to this — one allows you to travel across the surface of Azira at night without suffering from disease (though you still take damage). The other lets you use this weapon for ranged attacks without losing it, which is already the case for most weapons.

The variants get more interesting. The darkness you create isn't like the spell (it's not "magical" darkness), so the overall benefit is cover against creatures without darkvision (~35% of creatures) and negating one instance of damage (useful at all levels!). In the world of Azira, however, that darkness will also save you from Blighted Sunlight!

The weapon was designed for those who travel the surface of Azira at night where Blighted Sunlight reflects off the moon. They're moonrunners, usually monks, so the weapon took a chakram and a moon-shape. I really like how this turned out, with the crescent moon-like dagger and the circular new moon marked with astrological lines. In use, the chakram fits inside the crescent dagger. Maybe a little more texturing would have added some visual interest.

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