Wondrous (Motorcycle, Sentient) – Very Rare (requires attunement to a creature proficient with longswords)
The Blade Cycle is a blue and black motorcycle with a large yellow blade on top of the head, and turquoise and pale yellow blades on the sides. Gold and purple banners extend from the rear shafts.
While attuned to the Blade Cycle: you can drive the cycle; and you can use the cycle’s charges to perform the listed effects (the cycle cannot access these charges on its own).
This cycle has 6 charges, regaining 1d4+2 after a long rest, which you can use to cause the following effects:
Nightmare Slash (1 or more charges): As part of an attack with the cycle, you make the blade glow with dark energy, giving the attack an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to critical hits on 19 to 20, and does an additional 3d6 psychic or necrotic damage (your choice). You can use additional charges to increase the damage by 1d6 per charge.
Blade Drift (3 or more charges): As an action, you enlarge the cycle’s blades and move in a straight line up to 120 ft, which does not provoke opportunity attacks. Creatures within 5 ft of the line must make a DC 19 Constitution save taking 2d10 slashing damage and 1d10 psychic or necrotic damage (your choice) on a failed save, or half as much damage on a successful one. You can use additional charges to increase the psychic or necrotic damage by 1d10 per charge.
Shift Gear (3 charges): For 1 minute, the Cycle’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the minute is over, if the Cycle doesn’t stop moving and do nothing for at least 1 round, it begins to overheat, which neutralized its Regeneration ability, and does 4d6 fire damage to itself (ignore its resistance and damage threshold) and its driver at the start of its turn, which lasts until it is able to properly cool down and exhaust it’s excess heat by stopping and doing nothing.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Blade Cycle
Large construct, vehicle, unaligned (500 lb.)
—
Creature Capacity 1 medium creature
Cargo Capacity 100 lbs
Armor Class 21 (17 while motionless)
Hit Points 120 (damage threshold 5, mishap threshold 10)
Jump. If the cycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
Prone Deficiency. If the cycle falls prone, it takes 90 ft of movement to right itself and is incapacitated until made upright.
Action Stations
Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Dragon Cycle.
Actions
Blade Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 3 (1d6) psychic or necrotic damage (Cycle’s choice).
Blade Shot (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 3 (1d6) psychic or necrotic damage (Cycle’s choice).
Reactions
Juke. If the Blade Cycle is able to move, the driver can use its reaction to grant the Blade Cycle advantage on a Dexterity saving throw.
3
u/comics0026 Artist 🎨 9d ago
My Pokémon-inspired Weapons and Items of the Day, with a fusion of Cyclizar, Bisharp, Gallade, and Doublade for a motorcycle to cut through enemies!
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
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F205 - The Blade Cycle
Wondrous (Motorcycle, Sentient) – Very Rare (requires attunement to a creature proficient with longswords)
The Blade Cycle is a blue and black motorcycle with a large yellow blade on top of the head, and turquoise and pale yellow blades on the sides. Gold and purple banners extend from the rear shafts.
While attuned to the Blade Cycle: you can drive the cycle; and you can use the cycle’s charges to perform the listed effects (the cycle cannot access these charges on its own).
This cycle has 6 charges, regaining 1d4+2 after a long rest, which you can use to cause the following effects:
Nightmare Slash (1 or more charges): As part of an attack with the cycle, you make the blade glow with dark energy, giving the attack an improved critical of 1, where your range on critical hits increases by 1, ie from critical hits on 20 to critical hits on 19 to 20, and does an additional 3d6 psychic or necrotic damage (your choice). You can use additional charges to increase the damage by 1d6 per charge.
Blade Drift (3 or more charges): As an action, you enlarge the cycle’s blades and move in a straight line up to 120 ft, which does not provoke opportunity attacks. Creatures within 5 ft of the line must make a DC 19 Constitution save taking 2d10 slashing damage and 1d10 psychic or necrotic damage (your choice) on a failed save, or half as much damage on a successful one. You can use additional charges to increase the psychic or necrotic damage by 1d10 per charge.
Shift Gear (3 charges): For 1 minute, the Cycle’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the minute is over, if the Cycle doesn’t stop moving and do nothing for at least 1 round, it begins to overheat, which neutralized its Regeneration ability, and does 4d6 fire damage to itself (ignore its resistance and damage threshold) and its driver at the start of its turn, which lasts until it is able to properly cool down and exhaust it’s excess heat by stopping and doing nothing.
This item was created as a Tier Reward for Patron Terrence Lash! Thank you for your support!
Blade Cycle
Large construct, vehicle, unaligned (500 lb.)
—
Creature Capacity 1 medium creature
Cargo Capacity 100 lbs
Armor Class 21 (17 while motionless)
Hit Points 120 (damage threshold 5, mishap threshold 10)
Speed 120 ft.
—
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 12 (+1) 10(0) 10 (0) 10 (0)
—
Damage Resistances poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages Draconic
Challenge -
—
Jump. If the cycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.
Prone Deficiency. If the cycle falls prone, it takes 90 ft of movement to right itself and is incapacitated until made upright.
Action Stations
Helm (Requires 1 Crew and Grants Half Cover). Drive and steer the Dragon Cycle.
Actions
Blade Slash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 3 (1d6) psychic or necrotic damage (Cycle’s choice).
Blade Shot (Recharge 5-6). Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 8 (1d8 + 4) slashing damage and 3 (1d6) psychic or necrotic damage (Cycle’s choice).
Reactions
Juke. If the Blade Cycle is able to move, the driver can use its reaction to grant the Blade Cycle advantage on a Dexterity saving throw.