Weapon (lance), uncommon

Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of you), reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage.

Fire Spray (6 charges).  Shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

Each lance has six charges.  Once expelled, the lance takes on the properties of a standard Lance.  The Fire Lance can be refilled with Xarrorn gas, which can be harvested or bought or sold from Duergar Clan Xarrorn.

While equipped, the lance acts as a torch, providing bright light in a 20-foot radius and dim light for an additional 20 feet.

Proficiency with a lance allows you to add your proficiency bonus to the attack roll for any attack you make with it.

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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: Damage: Fire, Heavy, Reach, Two-Handed, Topple

tedyx5

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