Weapon
Very Rare Spend a long rest meditating on the weapon and its spiritual energy.
Requires Attunement
Mods
Guard
Blade
Hilt
Charges: 2x the User's Proficiency Bonus
Special Maneuvers
Feint - Make a shimmering motion with the weapon in your main hand against an opponent in melee range as a Bonus Action to goad them into attacking more predictably. The target must make a Wisdom saving throw against a DC equal to 8 + Your Proficiency Bonus + Dexterity modifier or be fooled. If the target has failed their saving throw, when the target next attempts to attack you, you will automatically succeed on a parry.
Lunging Slash - Step forward 5 feet to make an attack against an opponent within 10 feet of you and return to where you were standing without using movement or provoking opportunity attacks. This maneuver can be performed once per turn. If Spirit Strike is active, the damage changes to Force damage and the range increases to 15 feet, while also adding the Severe Hemorrhaging property.
Parry - When an opponent attempts to attack you in Melee range, you may attempt to intercept the attack and use your Reaction. Make an attack roll against the target, if your attack roll beats theirs, you parry the attack and deflect the blow, taking no damage. If you are carrying this weapon but not actively wielding it, you may draw it as part of the Parry as long as you have a free hand. If Spirit Strike is active, the damage changes to Force damage and the range increases to a 15 foot cone, while also adding the Severe Hemorrhaging property.
Piercing Strike - Make an attack with the tip of the blade for 4d8 AP V Piercing damage.
Riposte - Immediately after a successful parry, make a melee attack against your attacker.
Spirit Strike - Before you attack on your turn with this weapon, you can expend use your Bonus Action to call upon the weapon's spirit to unleash its spiritual force and expend one charge for each successful attack you make until the start of your next turn. This also changes all damage the weapon's attacks deal this turn to Force damage instead of Bludgeoning, and adds the Severe Hemorrhaging property.
Spirit Wave - While Spirit Strike is active, you can use this maneuver by expending an additional charge. As part of an attack, you can choose to unleash this force in a 60 by 5 foot line or in a 30 foot cone, dealing an additional 3d8 Sundering III Force damage. Targets caught inside the area of effect must make a Dexterity saving throw against a DC equal to 8 + your Proficiency Bonus + your Spellcasting modifier or chosen ability modifier used with the attack. On a failed save, a target takes the rolled damage. On a successful save, a target only takes half damage. Each target that failed their save is marked and you have advantage on your attacks against those targets until the end of your next turn.
Sweeping Attack - As an attack while the weapon is held in both hands, make a sweeping attack with the blade, dealing 3d8 AP II Bludgeoning Damage to all targets within 5 feet of you. Each target must make a Dexterity saving throw against a DC equal to 8 + Your Proficiency Bonus + Your Strength Modifier or take damage. Once you have used this maneuver, you must wait until after the end of your next turn before you can use it again. If Spirit Strike is active, the damage changes to Force damage and the range increases to 15 feet, while also adding the Severe Hemorrhaging property.
Special Properties:
Armor Piercing III
Blunt Instrument - Does Double the rolled damage to Poise.
Finesse
Magic Relic - This weapon is enhanced through magic and grants a +3 bonus for both your attack rolls and your damage rolls. Striking a target that is normally resistant to physical damage with this weapon bypasses that resistance. Each attack deals an additional +3 damage. Undead targets take +6 damage. Inside an MEZ, this bonus does not apply. After finishing a Long Rest, you regain all of this weapon's charges.
Offhand Guard - This weapon's sheath can be used as a guard. If the sheath is in your offhand, you may perform a parry with advantage.
Severe Hemorrhaging - Targets struck by this weapon must make a Constitution saving throw against a DC equal to 8 + Proficiency Bonus + Strength Bonus or take 2d8 Bleed damage. This effect is only active during certain maneuvers.
Staggering - Upon making a successful attack, this weapon prevents a target from taking an Opportunity Attack until the start of your next turn.
Handling: Versatile
This Cikapi-made weapon is a curved sword with a surprisingly blunt edge, the Hotoke-Tombe is a spiritually-charged weapon that can unleash chaotic magic. It is similar to the Hanjin saber, the Hwando, but has some very important, key differences. The first is that the blade is intentionally dulled. It is not to be raised in anger. The handle is highly ornate, carved from wood cut from either the Kousa or the Nikishi tree. The handle itself has magic channels imbued with the lifeblood sap of the tree itself, applied during a ritual, granting supernatural, potent powers and binding a spirit to its form. It is also a much shorter blade than the Hwando.
Cikapi, Karasu, and Utari share a belief that all things hold a sacred life force, which is an extension of kamuy. The Cikapi use this weapon primarily in defense of their forested land, and it often features several prayer tags hanging from the end of the scabbard. It is capable of unleashing huge waves of spiritual force with each attack. Its technique is incredibly complex and difficult to use, but practitioners of this weapon's arts are terrifyingly powerful.
| Type |
Damage |
Damage |
Range |
| Martial Melee |
5d8 (1-Handed) / 7d8 (2-handed) |
Bludgeoning |
Melee |
Weight: 3lbs