Weapon (flail), uncommon (requires attunement by a Barbarian or Bard)
This flail has an elegant handle made of strong wood, and the skull of a beast as it’s head. Small whistles, strings and bells have been worked into the weapon, and it creates faint tunes when swung or struck. It is said that a great barbarian had the flail created from the skull of a shapeshifting beast. But due to his bad handwriting, it was fashioned into a weapon to be used by a Bard or a Barbarian.
When you draw this weapon, the flail begins to channel the sprint of the skull, causing your mind to become more like that of a beast’s. This channel lasts 1 minute, and only ends early if you are knocked unconscious. While channeling the beast’s spirit, you can not speak, cast spells, or put away the flail. When the channel ends, you may put away the flail. If you don’t, the channel begins again for another minute, repeating every minute until it is put away.
The act of swinging and hitting with the flail produces a calming tune. When you hit a creature with the flail, the resulting melody causes the following effects:
- If you are raging, make a DC 8 Wisdom saving throw. On a failed save, your rage ends. On a successful save, the flail becomes a +X weapon, where X is the number of saves made during this rage. When your rage ends, this bonus is lost.
- If you are not raging, make a DC 10 Charisma saving throw. On a failed save, you become charmed by the flail.
- Any creature hit by the flail must succeed on a DC 10 Charisma saving throw, or be charmed by the flail. A creature with no allies makes this save with advantage.
A creature charmed by the flail can not make any attacks, cast harmful spells, or use harmful abilities. This effect ends at the end of the creatures’ next turn, or earlier if they take any damage.
Every dawn, the skull changes form (roll 1d6). Each skull has a small effect that can only be used while channeling the beast. The spell wears off if the channel ends.
|Bear||You can cast the spell Enhance Ability on yourself once a day, choosing Constitution as the ability.|
|Eagle|| You know the cantrip Gust (save DC 13).
|You can cast the spell Enhance Ability on yourself once a day, choosing Wisdom as the ability.|
|Bull||You can cast the spell Enhance Ability on yourself once a day, choosing Strength as the ability.|
|Wolf||You can cast the spell Longstrider on yourself twice a day .|
|Panther||You can cast the spell Enhance Ability on yourself once a day, choosing Dexterity as the ability.|