Weapon (morningstar), artifact (requires attunement by a Any evil alignment)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a celestial or any good alignment creature with it, that creature takes an extra 2d10 acid damage. You are immune to being frightened, charmed, or poisoned.

Soul of Kroguish. While the duel morningstar is on your person, you gain the durability of a berserking monster. You can add your Constitution modifier to your Armor Class as a reaction. You also have resistance necrotic and fire damage while wielding this weapon.

Angels Bane. All creatures with celestial blood, that is hit with Angels Blood, must make a DC 14 Charisma Saving Throw or have 2d12 of their max HP sapped from their body which reduces their max Hit points by the amount taken.

Proficiency with a Morningstar 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: Acid, Resistance: Necrotic, Resistance: Fire, Bonus: Armor Class, Immunity: Charmed, Immunity: Frightened, Immunity: Poisoned, Any evil alignment, Damage, Combat, Warding, Sap

Item Tags: Damage Combat Warding

ATomicFishCake

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