XaiJu
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Djinni's Saber

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. On a hit, you can push the target up to 5 feet away from you, provided that it's Medium or smaller and weighs no more than 500 pounds. The weapon has 7 charges and regains 1d4 + 3 expended charges daily at dawn.

While holding the scimitar, you can use an action to expend 3 of its charges to cast the wind wall spell from it (save DC 16). Alternatively, when you make an attack using the scimitar on your turn, you can expend 1 of its charges to replace the attack with a special one listed below.

Air Slash. When you make this attack, you can target a creature that you can see within 60 feet of you with the attack roll for the sword. On a hit, the target takes an extra 3d6 slashing damage from the attack.

Buffeting Gust. When you make this attack, you instead create a sweeping wave of buffeting wind. Each creature in a 15-foot cube originating from you must make a DC 16 Strength saving throw; targets within 5 feet of you make this saving throw with disadvantage. On a failed save, a target takes 4d6 bludgeoning damage and is carried away from you to the far side of the cube. On a successful save, a target takes half as much damage and isn't carried.

Whirlwind Slash. When you make this attack, you instead create a wild whirlwind around you. Any creature within 5 feet of you must succeed on a DC 16 Strength saving throw or be thrown up to 15 feet away from you. A thrown target takes 2d6 bludgeoning damage and stops moving if it collides with another creature or object in its path; if the thrown target collides with a creature, that creature must succeed on a DC 16 Strength or Dexterity saving throw (its choice) or take the same amount of bludgeoning damage. A creature that takes this bludgeoning damage is also knocked prone. You're then surrounded by swirling winds, which remain until the start of your next turn. For the duration, ranged weapon attack rolls against you are made with disadvantage.

The merchant faced the genie with hunger in his eyes. He, being the self-proclaimed brilliant marketeer that he was, had already considered what wishes he'd make to secure his infinite well-being.

So, with nary a pause between them, he made his three wishes in rapid, well-practiced succession.

First was strength to pull upon the currents of the wind, a gift the genie could grant with ease. Next, that he could never be parted from his golden wealth, and he found himself draped in precious metal bands with lovely silks and tassels. Last, he demanded a body, iron-strong and free from sickness, age, and death.

The genie, clever and bored and cruel, smiled as they granted this last wish with a dramatic flourish.

Thus was reborn a sword that cleaved the air, a thing of beautiful ornaments and forged from unbreaking steel; the merchant had been thoughtless, and now was unthinking.

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Comments

Sabers are a common weapon for sailors, which got me thinking of tricks that might be possible when combining it with the sea, such as momentarily propelling oneself through the water or kicking up a spray of water to douse a fire on board a ship. Similarly, in the desert one might be able to buffet foes with a blast of sand. This would all be pretty conditional depending on where things are located in relationship to each other, but as a player I'd try it and as a DM I'd allow it.

David S.

I was blown away by this item! Nice work 👍

David S.


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