Thread:SmutAuthor97/@comment-38464016-20190410172240/@comment-27950421-20190423213552

Awesome. Gonna keep up her hell elf theme here and make something that can be used outside of an MGE setting. To be honest, the thing is almost romantic in firey rage kind of way...

Cerberus Lash

A hellish whip that splits into three tips, and is wreathed in flames. The handle bears the visage of three hellhound heads, snarling in rage. Despite it's fearsome appearance, it is actually the weapon of a guardian, promising hellish vengeance on those who harm their ward.

Requires Attunment

Reach, Finesse

This weapon grants a +3 to attack and inflicts 3d4 slashing damage and 3d6 fire damage.

Upon attunment, the wielder of this weapon gains the following traits:

Dark Vision of 60 ft, unless the wielder already has dark vision equal or greater than 60 ft.

Keen Hearing and Smell: The wielder has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics: The wielder has advantage on an attack roll against a creature if at least one of the wielder's allies is within 5 feet of the creature and the ally isn't incapacitated.

Hellish Guardian: Upon attunment, the wielder may select a single creature or location their ward. The wielder develop a powerful sense of loyalty and protectiveness towards their ward.

The Wielder will always know how far away and in what distance their wardis in or, if they are in a different plane of existence, the direction and distance of the nearest entrance to the plane of existence that their ward is in. The wielder will also know the general condition of their ward. If their ward is destroyed or reduced to 0 HP, the wielder will be aware or the name(s) and face(s) of the creature(s) responsible. Against this creature(s) the Cerberus Lash grants a +9 to attack rolls instead of a +3.

Hellish Spite: If the wielder sees a creature inflict damage on an ally, the wielder can use their reaction to cast Hellish Rebuke on the attacking creature as if that creature had attacked the wielder. The spell is cast at 3rd level with a DC equal to 9 +the wielders proficiency + the wielders charisma modifier. If the target creature attacked the wielders ward, than they are at disadvantage for the saving throw and it is cast at 4th level.

Intimidating Presence: The wielder may use their action to release an aura of demonic hate, the wielder may select any number of creatures with 30ft. These must make a wisdom saving throw equal to 9 + the wielders Proficiency + the wielders charisma modifier. On a failed save they are frightened of the wielder and their ward.

Walls of Blood and Bone: When the wielder is within 5 ft of their ward, and a successful attack is made on the ward, they may use their reaction to take the damage in place of their ward.