Item: Wyrm Claw
The tip of a metallic dragon's claw is set into a band of silver. When you summon dragons using the claw, you must choose metallic dragons.
- Armor After you cast a conjuration spell by activating the wyrm claw, you gain resistance 5 to acid, cold, electricity, and fire for the next minute.
- Weapon After you cast a conjuration spell by activating the claw, you gain a Breath Weapon activity that takes 2 actions and deals 6d6 damage with a DC 28 Basic Reflex. Choose the area and type of damage when you use Breath Weapon: a 30-foot line that deals acid, electricity, or fire, or a 15-foot cone that deals cold or fire. You can use this activity once before the end of your next turn.
6d6 acid 6d6 cold 6d6 electricity 6d6 fire
Activate Cast a Spell
Effect You cast Gouging Claw.
Activate Cast a Spell
Frequency once per day
Effect You cast Summon Dragon.
Trait Effects
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Spellheart: Spellhearts are permanent items that work similarly to talismans. You affix a spellheart using the Affix a Spellheart activity, which is otherwise identical to Affix a Talisman. The limit of one talisman per item remains—an item can have one spellheart or one talisman, not both. When casting a cantrip from a spellheart, you can use your own spell attack roll or spell DC if it's higher. Crafting a spellheart requires the spells the spellheart can cast. For example, a _major five-feather wreath_ requires _air walk_, _gale blast_, and _wall of wind_.
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