Weapon (lance), artifact (requires attunement by a a creature with proficiency in gunlances)

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. While you don this weapon, you gain a +2 bonus to armor class.

Buster Weapon. While donning the blazing glory, if you have less than three points of exhaustion, you gain up to three points of exhaustion. When doffing the blazing glory, you lose points of exhaustion gained by the blazing glory. If another source were to give you a point of exhaustion instead replace a point of exhaustion given to you by the blazing glory. You may attack with this weapon an additional time when using the attack action.

While attuned to this weapon, you gain the following benefits:

Monster Slayer. You have advantage to hit against creatures that are large or larger, and they have disadvantage on Dexterity Saving throws to save against your shells. When you hit a gargantuan creature with The Blazing Glory, it is considered a critical hit. Gargantuan creatures cannot add their proficiency bonus to Dexterity saving throws to save against your shells.

Peak Performance. Zakataro can cast and concentrate on Tenser's Transformation. While concentrating on this spell, share its benefits with its wielder.

Shells. You may shoot one of the following shells as an attack action if you have made a Reload attack and have a shell of that type:

1. Hollow Shell. Target creature within 120 ft. that you can see must succeed on a Dexterity saving throw contesting 8 plus your dexterity modifier plus your proficiency. On a failure, that creature takes 1d8 bludgeoning damage. You may roll additional damage dice equal to half your fighter level or equal to your intelligence modifier up to 10d8.

2. Piercing Shell. You shoot a shell covering a 5-foot-wide, 60-foot-long line. Each creature in that line must succeed on a Dexterity saving throw contesting 8 plus your dexterity modifier plus your proficiency. On a failure, that creature takes 1d4 bludgeoning damage. You may roll additional damage dice equal to half of your fighter level or your intelligence modifier up to 10d4.

3. Buckshot Shell. You shoot a buckshot shell covering a 15-foot cone. Each creature in that cone must succeed on a Dexterity saving throw contesting 8 plus your dexterity modifier plus your proficiency. On a failure, that creature takes 1d4 bludgeoning damage. You may roll additional damage dice equal to half your fighter level or equal to your intelligence modifier up to 10d4.

Wyvern Shot. You may shoot a wyvern shot as an action if you skipped your last turn and you have a wyvern shot of that type.

1. Wyvern Stake. Your gunlance launches an explosive metal stake. Target creature you can see within 30 ft. must make a Dexterity saving throw contesting half your fighter level plus double your dexterity modifier, taking 2d8 piercing damage, and the stake lodges itself in the creature. At the beginning of the staked creature's turn, it takes 2d8 piercing damage; it may take an action to make a Strength saving throw equal to half your fighter level plus your proficiency modifier to dislodge the stake. The creature gains a level of exhaustion.

2. Wyvern Breath. Your gunlance exhales a wave of force in a 30-foot cone. Each creature in that area must make a Strength saving throw contesting half your fighter level plus double your dexterity modifier, taking 1d10 force damage on a failed save, or half as much damage on a successful one. On a failed save, creatures are pushed to the edge of the cone. You may roll additional damage dice equal to double your proficiency modifier.

Sentience. Zakataros is a sentient lawful good weapon with an Intelligence of 11, a Wisdom of 16, and a Charisma of 17. It has hearing and normal vision out to a range of 60 feet. The weapon can speak, read, and understand common. In addition, the item can communicate telepathically with any character that carries or wields it.

Bane: The item seeks to defeat dragons.

Proficiency with a Lance allows you to add your proficiency bonus to the attack roll for any attack you make with it. A Lance requires two hands to wield when you aren't mounted.


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

Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.

Notes: Bonus: Armor Class, Exhaustion, a creature with proficiency in gunlances, Heavy, Reach, Two-Handed, Topple

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