The Lament

Exotic Equipment

…is the sound it makes as it rends what was into what is not.

Superior Very Rare weapon (claymore), requires attunement by a Risen

Damage: 1d4 kinetic
Reach: 5 ft.
Memory, Weight: 5/1, 25 lb.
Other Properties: Cumbersome, Heavy (Str 13), shot capacity (20), two-handed

A bulky and thick mechanism with a handle at the bottom. Along one side of the ‘blade’ are dozens of sharpened teeth, each of which are angled to pull targets into the blade.

Slot 1: Banshee’s Wail

Situational: As a bonus action, you can spend 3 shots to make this weapon Revved for the next minute. When you do so, all non-allied creatures within 60 feet of you that can clearly hear you must succeed on a Charisma saving throw or become Frightened of you for the next minute. A creature Frightened in this way can reattempt the Charisma saving throw at the end of each of their turns, ending the effect on itself early on a success.

Additionally, while Revved, this weapon spends 3 shots at the start of each of your turns, and it gains an additional number of damage dice equal to your proficiency bonus.

In addition to normal perk rules, if this weapon doesn’t have at least 3 shots in its shot capacity to spend at the start of your turn, or if you reload it, it stops being Revved.

Slot 2: Breakthrough

Perpetual: Creatures can’t benefit from their energy shield’s resistances against this weapon’s damage.

Slot 3: Rip and Tear

Situational: When you hit a creature with a melee attack with this weapon, you can choose to halve the damage you deal to grapple the target with this weapon (escape DC = weapon save DC). After this Grappled creature ends its turn, you may use your reaction and spend 1 shot and make a melee attack against the creature with advantage.