Weapon (flail), legendary (requires attunement by a Paladin or Cleric)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with it, that creature takes an extra 2d10 necrotic damage.

While you hold the flail, it creates an aura in a 30-foot radius around you. All creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. You suffer 5 points of damage, cannot be resisted, each turn you are wielding the Abyssal Flail but you gain resistance to all forms of damage from any other source.

Upon hitting a creature you may envelop the creature in a 60 ft. globe of darkness, impenetrable by any form of vision from the outside, any creatures enveloped by the darkness are blinded except for you. You can see perfectly within the globe of darkness, but not outside of it. Any creature may move freely in and out of the globe of darkness.

Proficiency with a Flail 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: Magic, Damage: Necrotic, Advantage: Saving Throws, Resistance: All, Paladin or Cleric, Damage, Combat, Warding, Sap

Previous Versions

Name Date Modified Views Adds Version Actions
1/19/2020 4:21:03 PM
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Item Tags: Damage Combat Warding

CrimsonAngel17

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