A fine white bone handle carved in the shape of an octopus, with the head as a pommel and the arms interweaving to form the almost 3 foot long handle and shaft of the flail. A black chain runs another 3 foot and ends in a black metal ball. Dark energi runs up along the chain and the ball is giving off a low omnious hum.
You have a +2 bonus to attack and damage rolls made with this magic Flail...yes, I know...it says it´s a Halberd...but it´s a Flail, okay!...thank you! (How to change weapons damage-type)
The weapon grants deep vision 90 feet.
All saves vs mind controlling spells and effects are with advantage.
When attuned to weapon a Warlock receives 1 extra Eldritch Invocation of choice.
Hallocinogenic Venom: Can be activated as a Bonus Action. Once per long rest the flailhead can secrete a hallucinogenic venom that forces the next target to be hit by the weapon to save vs Con dc 15 or suffer 1d6 poison dam and be poisoned. The target is hallucinating and all attacks and saves made by the target are at a disadvantage and all attacks against the target are at an advantage. The poison last for 1 minute. The target can try a save at the end of targets turn.
Paralytic Venom: Can be activated as a Bonus Action. Once per long rest the flailhead can secrete a paralytic venom that forces the next target to be hit by the weapon to save vs Con dc 15 or suffer 1d6 poison dam and be paralyzed until the end of it´s next turn.
Vampyric Venom: Can be activated as a Bonus Action. Once per long rest the flailhead can secrete a necrotic venom that forces the next target to be hit by the weapon to save vs Con dc 15 or suffer 2d6 poison dam which then heals the wielder with the same amount.
Proficiency with a Halberd 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.
Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon’s damage, but don’t add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Notes: Bonus: Magic, Damage: Necrotic, Bonus: Proficiency, Ignore Weapon Property: Reach, Ignore Weapon Property: Heavy, Ignore Weapon Property: Two-Handed, Replace Damage Type: Bludgeoning, Melee Weapon Attack: Poison, Warlock...or someone stupid enough to let The Old God Dagon manipulate you!..., Damage, Combat, Cursed, Subclass Feature, Heavy, Reach, Two-Handed, Cleave
Comments