Weapon
Rare
Mastery Archetype: Exotic Melee or Whip
Mods
Capacitor
Grip
Head
Charges: 2x the user's Proficiency Bonus
Maneuvers
Carry the Momentum - Once per turn, if you miss the target with an attack, you can bring the whip back around and make another attempt at an Attack for 2d8 AP I Slashing damage.
Electrified Arc - When you make a successful attack with this weapon, you can expend one charge to deal an additional 2d8 Sundering II Lightning damage, while also activating the Arc Lightning Chain effect.
Special Maneuvers
Arcing Lash - Make a wide, electrically-charged sweep as an Attack action, dealing 3d8 Sundering II Lightning damage in a 10 foot half circle, plus the weapon's normal damage, emanating from in front of you. You expend a charge for each target in the area of effect. Any targets caught in the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier used in the attack. On a failed save, a target takes the rolled damage and is unable to take Reactions until the start of your next turn. On a successful save, a target only takes half damage. You may perform this maneuver once per turn.
Disarming Strike - After making a successful attack, you can spend a Bonus Action to attempt to force a weapon out of the target's hands. The target must succeed on a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be disarmed, with the weapon relocated to a point of your choosing within 10 feet of the target. You may use this maneuver once per Short or Long rest.
Electrified Slam - You strike the ground in front of you as an Attack action while expending two charges to unleash an electric shock around the impact point. You deal 3d8 Sundering II Lightning damage in a 10 foot circle around a chosen space within range, while dealing the weapon's normal damage on top of that inside the chosen space. Any targets caught in the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Ability Modifier used in the attack. On a failed save, a target takes the rolled damage and is unable to take Reactions until the start of your next turn. On a successful save, a target only takes half damage. You may perform this maneuver once per turn.
Frightening Crack - If a target is within 15 feet of you and can hear you, you may make a cracking sound with the weapon as a Bonus Action. The chosen target must make a Wisdom saving throw against a DC equal to 8 + Your Proficiency Bonus + Your chosen Ability Modifier or be Frightened until the start of your next turn. You may use this maneuver once per Short or Long rest.
Rounding Strikes - As an Action, make a number of attacks equal to either your Dexterity or Strength modifier, each dealing 2d8 AP I Slashing damage. If two or more attacks succeed, the target is knocked prone and you have advantage on any remaining attacks with this maneuver. You may use this maneuver once per Short or Long rest.
Properties
Armor Piercing II
Arc Lightning Chain - Lightning arcs once from targets struck to a nearby target within 15 feet, dealing your Proficiency Bonus in unmitigated Lightning damage to the secondary targets.
Electric Shock - Prevents affected targets from taking opportunity attacks until the start of your next turn when damaged by Lightning.
Finesse
Light
Passive Recharging - This weapon regains all of its charges upon finishing a Long rest, and 2 charges upon finishing a Short rest.
Reach
Special Grip - The way this weapon wraps around your arm prevents disarmament.
Special Properties
Blinding Pain - The first successful attack made with this weapon causes a target to lose 3 Evasion until the start of the user's next turn. This effect does not stack.
Shield Bypass - This weapon can bypass Shields and Cover for one less damage dice in the damage roll.
Staggering
Weight: 3
Handling: 1-handed
A weapon of Drakaan make with sharpened, razor-like contact points lining the weapon's length, the Electro-Lash requires a high degree of skill to operate. It functions almost identically to a whip but can unleash terrifying amounts of amperage. The weapon connects to an aetherion capacitor contained in a harness near the operator's shoulder blade, and has a rather thick, insulated line to the weapon's grip itself which contains a trigger not too unlike a motorcycle brake, which when depressed, completes the circuit to the contacts. The mass of the weighted ends also means that a precise strike at a distance can knock an opponent flat. It was designed as a weapon to guard against mutated fauna while in open spaces, but works well to debilitate humanoid targets, too.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
3d8 |
Slashing |
Melee, Reach of 10ft. |
Weight: 3lbs