Weapon (mace), artifact (requires attunement by a Cleric or paladin)

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +3 bonus to spell attack rolls while you wear or hold it.

The talisman has 7 charges. When you expend the last charge, these powers may not be used again till the next dawn where it regaining 1d6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. 

You may also use an action to expend 1 charge from it and summon 3d4 golden ghostly spirits. Each spirit sheds bright light in a 20-foot radius and dim light for an additional 20 feet around the spirit. The spirits take there turn on your initiative order and have a fly speed of 60 feet (hover). Each spirit makes one melee spell attack against a random creature within 5 feet of it using your spell attack for the attack roll, and dealing 1d8+5 radiant damage. When they attack, they create a burst of golden energy healing friendly targets within 5 feet for the damage dealt. They expire after one minute.

Proficiency: simple, mace
Source: Trevor

Proficiency with a Mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.

Notes: Bonus: Spell Save DC, Bonus: Spell Attacks, Cleric or paladin, Damage, Combat, Bane, Sap

Item Tags: Damage Combat Bane

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