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Inspired by Mull's Five Kingdom's series, block made by me.

Jumping Sword

Weapon (Any Rapier) Very Rare [Requires attunement to a creature with proficiency with rapiers to use the special abilities.]

At heart, the Jumping Sword is a +2 rapier, with the following extra actions.   Jump: The holder may point the Jumping Sword at at target, and use the command word "Away!" to fly up to 120 feet toward it. If the target is at, or closer than, 120 feet, the Jumping Sword slows down within 5 feet of it and stops within range for the holder to reach and grab the target. If the target is further than 120 feet, the Jumping Sword stops at 120 feet. Either way, after stopping, the Jumping Sword and holder fall immediately.   Chain Jump: After using Jump, the holder can make a DC 10 Dexterity check, and on a success, can point the sword and use Jump again, while still in the air. This can be repeated until up to 5 jumps have been made without landing. On a failure, the sword stops and the holder fall, like usual.   Impale: Once per day, the holder may choose to override the automatic slow-down when reaching the target, and deal an automatic critical hit with the Jumping Sword to the target.

Type Damage Damage Range Properties
Martial Melee 1d8+2 None (Any Rapier)


 

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