Weapon (spear), artifact (requires attunement by a Only useable by an Armentrout. As a BONUS ACTION an Armentrout can will it to their hand and it will teleport from any distance or realm.)

The Arch Sorceress Queen Gloria had crafted this magical spear for the Elven hero Bash, Captain of the Elfgard Army. The most powerful of such enchanted weapons Gloria commissioned by her Queendom's royal weaponsmiths, Armenspear can drain the very essence of life from its opponents with every blow, and bestow that life energy on the wielder and even bolster it further than thought possible for a short time. There are those who believe soul stealing capability has cursed the spear, for though fashioned as a weapon of right and justice, Armenspear's dark history is one of conquest and death.

Gloria's own blood christened the weapon, as a would be thief tried to use the newly fashioned weapon to bring about the Queen's untimely death, needless to say the foolish thief did not survive the encounter. After she recovered, so too was the artifact recovered and presented to the hero Bash to use in the defense of Elfgard, greatest of the Elven Worlds.

Yet even the power of this weapon was not enough to withstand the dark hordes which overran Alfheim. When the capital city fell, Captain Armentrout and his siblings went missing in the aftermath and the weapon itself was lost beneath the rubble of the once great metropolis.

Equipped Abilities:

  • Damage + 1d12+5 (force), +6 radiant damage vs. undead, shapeshifters (doppelganger, lycanthrope, rakshasa), demons and devils
  • +1 bonus to all saving throws.
  • You gain a +5 bonus to attack and damage rolls made with this magic weapon. 
  • Minor Drain. The wielder drains the life force from a target and adds it to his own. The target creature suffers 4 damage, while the wielder gains 4 Hit Points. If the wielder goes over their maximum Hit Point total with this spell, they lose any extra Hit Points after 2 turn.
  • Paralyzing Strike. Target must make a STR Save (DC15) or become paralyzed for 2 rounds.

Activated Abilities:

  • By invoking the weapons name, it will emanate 60-foot-radius sphere of light. The sphere is bright light and sheds dim light for an additional 60 feet. Item has 2 charges before requiring a short or long rest.
  • Automatically returns to wielder when thrown. Additionally, as a BONUS ACTION an Armentrout can will it to their hand and it will teleport from any distance or realm.

Proficiency with a Spear 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: Damage: Force, Bonus: Temporary Hit Points, Bonus: Saving Throws, Damage: Radiant, Bonus: Hit Points, Bonus: Magic, Weapon Property: Reach, Paralyzed, Only useable by an Armentrout. As a BONUS ACTION an Armentrout can will it to their hand and it will teleport from any distance or realm., Healing, Damage, Combat, Thrown, Versatile, Sap

Item Tags: Healing Damage Combat

Bash_the_Berserk

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