Weapon (light hammer), legendary (requires attunement by a Cleric, Paladin, or Celestial Warlock)

You have a +1 bonus to attack and damage rolls made with Wraithbreaker. When you hit an undead with Wraithbreaker, that creature takes an extra 6d6 radiant damage. Then it must succeed on a DC 18 Wisdom saving throw or it becomes frightened of you until the end of your next turn.

Wraithbreaker has 4 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: heroism (1 charge), lesser restoration (2 charges), remove curse (3 charges), or banishment (4 charges).

Wraithbreaker regains 1d4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, Wraithbreaker regains 1 charge.

Proficiency with a Light Hammer 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.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Notes: Damage: Radiant, Bonus: Magic, Cleric, Paladin, or Celestial Warlock, Damage, Bane, Light, Thrown, Nick

Previous Versions

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7/31/2020 5:49:53 PM
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Item Tags: Damage Bane

Khaine2017

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