{"name":"Jumping Sword","type":"Weapon","attunement":"Requires attunement to a creature with proficiency with rapiers to use the special abilities.","properties":"(Any [i]Rapier[\/i])","armortype":"None","ac":"","strengthrequirement":"","weapontype":"Martial Melee","damage":"1d8+2","secondarydamage":"","damagetype":"None","range":"","description":"At heart, the [i]Jumping Sword[\/i] is a +2 rapier, with the following extra actions.\r\n\r\n[b]Jump[\/b]:\r\nThe holder may point the [i]Jumping Sword[\/i] 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 [i]Jumping Sword[\/i] 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 [i]Jumping Sword[\/i] stops at 120 feet. Either way, after stopping, the [i]Jumping Sword[\/i] and holder fall immediately. \r\n\r\n[b]Chain Jump[\/b]: After using [b]Jump[\/b], the holder can make a DC 10 Dexterity check, and on a success, can point the sword and use [b]Jump[\/b] 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.\r\n\r\n[b]Impale[\/b]: 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 [i]Jumping Sword[\/i] to the target.","rarity":"Very Rare","cost":"","weight":"","source":"Inspired by Mull's Five Kingdom's series, block made by me.","image":"","tabledata":"","tags":"","templateId":"18","blockId":"148121","isShared":"1"}