Genshin Impact Weaponry
Gunnhildr Blade
Weapon(rapier), Legendary(Requires Attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack against a large or smaller creature, they must make a DC 18 strength saving throw or be thrown up 10 ft. and suspended, while suspended, they are considered incapacitated and prone until they land, they fall 5 ft. at the end of their turn. creatures automatically fail their saving throw against the gale effect while suspended, if the creature is large, they also become vulnerable to this effect.
While attuned to this weapon, you gain the following abilities:
Gale. As an action, you can create a miniature storm around the blade, any creatures in a 10 ft. cone must make a DC 18 strength saving throw or be pulled 5 ft. towards you, if the creature fails the saving throw while within 5 ft. of you, they are trapped within the gale, and are considered restrained. You can maintain this storm for 3 consecutive turns, requiring your action to do so, you can change the direction of the cone when you take this action. If you stop maintaining the effect, any creatures restrained by the storm is thrown 30 ft. away from you, taking 3d10 force(anemo) damage from being launced.
After you use this feature, you cannot do so again for 1 minute.
Dandelion Breeze. Additionally, you can use an action to create a healing field in a 10 ft. radius circle centered on yourself. Upon activation, any creatures of your choice within the circle heal for 4d8 + four times your strength or dexterity modifier (your choice) worth of hit points. when a creature starts their turn within the circle, you can choose to have them heal for 1d12 hit points, and if a creature enters or leaves the circle, you can choose to deal 1d12 force damage to them. this feature lasts for 1d6 turns.
Once you have used this feature, you cannot use it again until the next dawn.
Driving Thunder
Weapon(longsword), Legendary(Requires Attunement)
This longsword does not have the versitile feature, but gains the finesse feature. Additionally, you gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll, you can then use a bonus action on the same turn to make another attack and move backwards 5 ft. from your target without provoking opportunity attacks.
While attuned to this weapon, you gain the following abilities:
Stellar Restoration. As a bonus action, you place a lightning siletto at a location within 15 ft. of you, creatures within 5 ft. of this stiletto must succeed on a DC 17 Dexterity saving throw or take 1d8 lightning damage. On the following turn, you can use your bonus action to teleport to the stiletto and make an attack, this attack targets every creature of your choice within range and deals lightning damage instead of slashing damage. Any attacks made until the start of your next turn also deal lightning damage instead of slashing damage.
After you use this feature, you cannot do so again for 1 minute.
Starward Sword. As an action, you blend into the shadow of the driving thunder's blade, making 4 attack rolls targeting all creatures within 10 ft. of you, these attacks all deal lightning damage, instead of slashing. Additionally, all creatures within 10 ft. are forced to make a DC 17 Dexterity saving throw, taking 8d8 Lightning damage on a failure, or half as much on a success.
After using this feature, you cannot use it again until the next dawn.
Ragnvindr's Dawn
Weapon(greatsword), Legendary(requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
When you roll a 20 on an attack roll during your turn, you can make another attack as part of your attack action, this ability can activate multiple times during the same turn.
While attuned to this weapon, you gain the following abilities:
Searing Onslaught. When you take the attack action with this weapon, you can choose to attack 3 times, regardless of how many extra attacks you have. These attacks all deal fire damage and the third attack has its critical range increased by 1.
After you use this feature, you cannot do so again for 1 minute.
Dawn. As an action, you can release the intense flames that burn within the blade to summon an echo of a phoenix, This phoenix flies forwards, scorching any creatures in its path before disappearing. All creatures in a 15 ft. by 50 ft. line originating from you must make a DC 17 dexterity saving throw or take 10d10 Fire damage on a failure, or half as much on a success.
After you use this feature, you cannot do so again until the next dawn.
Megistus' Astrolabe
Wonderous Item, Legendary(requires attunement by a spellcaster)
This Book, when attuned, is a completely normal, yet empty spellbook. After you attune to this book, it creates a spectral astrolabe and you can summon and unsummon it at will, requiring no action.
when you take the attack action on your turn, you can choose to summon the astrolabe if it is not already summoned and make ranged attacks that have a 15 ft. range and uses your spellcasting ability modifier. On a hit these attacks deal 1d6 + your spellcasting ability modifier of cold(hydro) damage.
While attuned to this weapon, you gain the following features:
Mirror Reflection of Doom. As a bonus action, you can summon a phantom that taunts enemies around it at a point up to 15 ft. away from you. Additionally, you can use an action to use this feature and move 15 ft. in a direction of your choice when you summon the phantom without provoking opportunity attacks.
The summoned phantom lasts for 1 turn, and any creatures that start their turn 15 ft. from them must succeed on a DC 17 Wisdom saving throw or be forced to attack the phantom, creatures that end their turn within 5 ft. of the phantom take 1d6 cold(hydro) damage.
At the start of your next turn the phantom explodes, all creatures within 15 ft. of the phantom must make a DC 17 Constitution saving throw or take 4d8 cold(hydro) damage, taking half as much on a success.
After you use this feature, you cannot do so again for 1 minute.
Stellaris Phantasm. As an action, you can summon the sparkling waves and create a reflection of the starry sky. All Creaures of your choice within 20 ft. of you must make a DC 17 Dexterity saving throw or become trapped inside a pocket of destiny and are considered restrained, if the creature takes damage while restrained in this way the pocket bursts and they take an additional 8d8 cold(hydro) damage from the attack and become inflicted with Omen until the end of their next turn, ending the restrained effect. If the restrained creature ends their turn without taking damage, the effect ends but they still take the damage and are inflicted with Omen.
A creature inflicted with Omen takes 1 extra damage die from any attack that hits it.
After you use this feature, you cannot do so again until the next dusk.
Illusory Torrent. As a bonus action on your turn, you can cloak yourself within the flow of water as you move. For a number of turns equal to your Constitution modifier (minimum of 2) or until you use a bonus action to end it, you gain the following benefits:
- Your Movement speed is increased by 10 ft.
- You do not provoke oportunity attacks.
- You can move across liquid surfaces, however you are still harmed by hazards.
While you are in this form, you can only take the Dash action. You can also choose to enter this form if you take the dash action on your turn, although you must return to normal at the end of your turn.
After you use this feature, you must wait a number of turns equal to the number of turns you spent in the form.