Weapon (club), rare (requires attunement by a occupies two attunement slots)

Aphelion is a blackened iron torch etched with radiant runes and blood-red chain motifs. Its flame
burns without fuel, casting a steady, pale light. In the Ethereal Plane, its radiance becomes
overwhelming—chains of light stretching outward, anchoring souls and realities alike.

Aphelion can be used as a 1 handed Weapon – “club type” with +1d12 radiant damage.
Passive Properties
While attuned to Aphelion:
-You gain a +2 bonus to all saving throws.
-You gain a +1 bonus to spell save DC and All attack rolls
-Aphelion continuously sheds light as per the light cantrip.
Ethereal Sight
-As an action, you can see into the Ethereal Plane.
  -in the Ethereal Plane, Aphelion’s light radius is five times normal

 - Any creature looking toward Aphelion in the Ethereal Plane is blinded until it looks away.

Proficiency with a Club 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.

Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Notes: Damage: Radiant, Bonus: Saving Throws, Bonus: Spell Save DC, occupies two attunement slots, Light, Slow

Jthim74833

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