Whirling Yklwa

The Griffon's Saddlebag: Book Two p. 188 (Third Party),

Tipo
Arma cuerpo a cuerpo
Mágico
Sí
Rareza
yklwa, rare
Peso
3
Daño
1d8
Tipo de daño
perforante
Alcance
10/30
Propiedades
sutileza, ligera, arrojadiza

Descripción

These magic weapons were forged with lightweight metals and designed for speed rather than brute force. Whirling weapons have the finesse and light properties and whistle softly when swung through the air. When you take the Attack action and attack with a whirling weapon that you're holding in one hand, you can use a bonus action to make another attack with the same weapon. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If you're holding a different whirling weapon in each hand and engage in two-weapon fighting, you can make one attack with each weapon when you use a bonus action in this way. In addition, if you have the Two-Weapon Fighting fighting style, you can add your ability modifier to the damage of the bonus attacks.

A yklwa (pronounced YICK-ul-wah) is a simple melee weapon that is the traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. Although it has the thrown weapon property, the yklwa is not well balanced for throwing.

Thrown: If a weapon has the Thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the Finesse property.

Range: A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Light: A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Proficiency: simple, yklwa Source: The Griffon's Saddlebag: Book Two p. 188 (Third Party), Eberron: Rising from the Last War p. 21