The divine will of the red glow burns evermore unstable, and with it comes incredible powers at the cost of control.
At the cost of a free object interaction summon one of the stated weapons at random. Roll 1d(X) to determine what is supposed. The user can specifically decide which weapon is summoned once per long rest.
1.) The Black Glow (greatsword)
Before attacking the user can decide to choose one of the two options to be granted for the next 2 attacks using this weapon.
• -3 to hit to deal an additional +5 necrotic damage, or +5 to hit dealing 1d10 damage instead.
2.) Undying Vanguard (longsword)
Once per turn after rolling damage, the user can distribute the damage rolled into temp hp for one creature within 10 ft (target cannot be the user)
3.) Virtue Signal (lance)
Grants the user 30ft of flying speed, additionally illuminates 15ft of the user and prevents them from becoming invisible or gaining any stealth benefits.
4.) Mortality Reflected (spear)
When thrown this weapon automatically dismisses, detonating at its thrown location. Upon detonating the weapon manifests once more in the users hands.
All creatures within 10ft of the radius must succeed a dexterity saving throw (equal to users save dc) or take an additional 1d10 force damage. Targets hit with the initial attack make the save with disadvantage.
5.) Antilife Cannon (heavy crossbow)
Attacks with this weapon ark and can pass along to up to 2 additional targets within 10 ft of the initial target. Targets within range must succeed a dexterity save or take half of the total rolled damage, no damage on success.
Reloading with a bonus action draws in life energy around the user, any creature within 5ft of the user when reloading must succeed a constitution saving throw or take necrotic damage equal to the users proficiency bonus. If no targets take damage the user takes the damage instead.
6.) Exile beam (hand crossbow)
This weapon starts with +0 damage modifier (excluding any additional bonuses from base attack modifier) each subsequent attack on the same target gains a +1 to damage rolls. Attacking a different target resets the modifier count.
This weapon Ignores the reloading property.
7.) Subjugation (whip)
Once per turn before attacking the user can attempt one attack to restrain a target via a strength saving throw.
If the user starts their turn restraining a target using this weapon the user may forgo both attacks to automatically deal double the user's level (rounded down) in psychic damage.
**this one is special to me
8.) Nemesis Slayer (glaive/scythe)
(Cannot be summoned until parameters are met)
Upon summoning this weapon choose one target within sight to become a hexed target. Hex lasts until the weapon is dismissed or until the target dies, afterwards a new target cannot be chosen until this weapon is summoned in a different instance.
• Weapon attacks against the hexed target gain an additional +3 to hit and damage rolls.
• The user has disadvantage on any targets not hexed in this way while the initial target is alive. When the user lands an attack on the hexed target they lose 1d4 hp.
• When the hexed target dies the user gains temp hp equal to double the cr of the slain target, temp hp lasts until the weapon is dismissed.
9.) Mist Makers (daggers/claws)
The user gains +20 movement and cannot be impaired by difficult terrain. Additionally any creatures the user passes with in 5ft may use their reaction to move 20ft in the direction the user is moving.
This weapon deals an additional 1d6 damage against bleeding targets.
10.) Her Patience (shield)
Grants the user and all allies within 10ft an additional +2 to armor class. Any attacks taken within the field of -2 to the users total ac deal 1d8 psychic damage to the attacker. Takes an object interaction to dismiss.
11.) Prejudice (greataxe)
When the user makes an attack with this weapon it creates an additional shockwave that reaches 20ft past the direction of the attack dealing 1d6 force damage (Shockwave to hit equal to initial attack roll)
After successfully landing an attack the users movement is reduced by 10ft (does not stack)
12.) Devourer (flail)
Attacks with this weapon strike at random. when there are more than one creatures around roll 1d4 to determine the target on odds the attack hits a random creature other than your target, on even you attack the target you wish.
The user gains an additional attack if each previous attack has hit a different target.
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