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Tuesday Magic Item – Singing Chakram

2 March, 2021

Song of death“Duck!” shouted Voddick, taking the same action himself as a metal ring embedded itself in the tree behind him.

“Perhaps you should not have been so quick to dismiss those throwing rings,” said Gollaon loosing an arrow in the direction the ring came from.

“I still think they are an odd choice,” grumbled Voddick as he cocked his crossbow.  “But odd weapon can kill you just as dead.”

“Truth.”

Singing Chakram

These chakram are made of fine polished metal, often with the words of songs etched into their surface.  When held, they hum softly, waiting to be thrown.

It is a +1 keen returning chakram that inflicts an additional 1d6 sonic damage on a successful hit.

The wielder may trigger the following abilities up to three times a day:

  • Alarm, thrown high into the it emits a piercing alarm that can be heard clearly up to 300′ away,
  • Frighten, when it strike a target it emits a terrible cry the target of a successful attack must make a Will save (DC 17) or be frightened for one round plus one round for each two points they failed the save by, each being adjacent to the target must make a Will save (DC 13) or suffer the same effect.
  • Inspire, as it flies to attack, it sings a song of bravery, the wielder and all allies within 30′ gain a +1 morale bonus to attack rolls and 1d6 plus the wielder’s Charisma modifier (if positive) temporary hit points for one minute,

Aura moderate evocation; CL 9th
Slot none; Price 24,301; Weight 1 lb
Construction Requirements
Craft Magic Arms and Armor, mage hand, shout; Cost 12,000 +301 for the chakram

For D&D 5E:

Magic weapon (chakram), rare (requires attunement)

First paragraph as above.

It is a chakram that gives the wielder +1 to attack and damage and inflicts an additional 1d6 thunder damage on a successful hit additionally it returns to the the wielder’s hand after each attack

The wielder may trigger the following abilities up to three times, after which the wielder must have a long rest before using them again:

  • Alarm, thrown high into the it emits a piercing alarm that can be heard clearly up to 300′ away,
  • Frighten, when it strike a target it emits a terrible cry the target of a successful attack must make a Wisdom save (DC 15) or be frightened f the creature ends its turn in a location where it does not have line of sight to the wielder, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.  Each being adjacent to the target must make a Wisdom save (DC 12) or suffer the same effect.
  • Inspire, as it flies to attack, it sings a song of bravery, the wielder and all allies within 30′ gains advantage on the next attack they make and 1d6 plus the wielder’s Charisma modifier (if positive) temporary hit points for one minute,

Notes: It is fun to play around with the lesser known weapons.

Photo “chakram” by Gobind Khalsa is licensed under CC BY-ND 2.0.

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