The Ardlann a legendary +3 weapon betowed to the first Hill giant Grolantor child of Annam long ago in time immemorial. The Hill Giants would act both hunters and wardens of the martial plan similar to the Stone Giants however they would safeguard the world from the threatens within, hunters of the various beasts and monsters that would threaten the legacy of giant kind. Ardlann appears like great club finely crafted from dark heartwood mostly unassuming with the execption of a rune carving near the head of the weapon which hides its true function and elgance.
Hawkeye: While attuned to the Ardlann you gain proficiency in perception or expertise if you already have proficency in perception and darkvision to a range of 60 feet or it will extended your darkvision by 30 feet if you already had darkvision.
Blessings of Hill: While attuned to the Ardlann you have a pool of three lucky dice.
Whenever you make an attack roll, an ability check, or a saving throw, you can spend one lucky dice, to roll an additional d20. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one lucky die when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. You regian all Lucky Die once you complete a long rest.
While attuned to the Arlann and speaking the command word and as a bonus action Ardlann can magical shift into one of its three weapon forms.
Great Club Form:
Melee weapon (simple, greatclub), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Two-Handed. This weapon requires two hands when you attack with it.
Damage: 1d8+3+(str mod)
Damage Type: Bludgeoning or Force (players choice)
Properties: Two-Handed
Double Bladed Scimitar Form:
Melee weapon, very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Two-Handed. This weapon requires two hands when you attack with it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Damage: 2d4+3+(Str or dex mod)
Damage Type: Slashing or Force (players choice)
Properties: Two-Handed
Longbow Form
You have a +3 bonus to attack and damage rolls made with this magic weapon.
Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small creature to use effectively.
Range. A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range.
Two-Handed. This weapon requires two hands when you attack with it.
Ammunition. You can use a weapon that has the Ammunition property to make a Ranged Attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition. Drawing the Ammunition from a quiver, case or other container is part of the Attack. At the end of the battle, you can recover half your expended Ammunition by taking a minute to Search the Battlefield. If you use a weapon that has the Ammunition property to make a melee Attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Damage: 1d8+3+(dex mod)
Damage Type: Piercing or Force (Players choice)
Properties: Ammunition, Heavy, Range, Two-Handed
Range: 150/600
Notes: Requires attunement from a Ranger or Druid
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