The Zarovich Last Will is a relic from the Zarovich castle. This item resembles a halberd, but it is more of a ritualistic material. The item is formed of three parts: the rod, the blade and the chalice, when the three parts are put together the will of Strahd can be channel through it.
While wielding you gain the Zarovich Last Will following effects:
- You can use the halberd as a spellcasting focus for any of your spells
- You gain a +1 bonus to attack, damage rolls, spell attacks and spell DC
- You can speak Infernal
- You know the False Life and Darkness spells, when you used these spells you can add your proficiency bonus to the damage (if applicable).
- The halberd can store infinite spell slots, but it's empty. You can use these spell slots at any time as a replacement for your spells. Each spell slot is independent, you cannot combine spell slots to generate a higher spell slot.
- When you use a 4lvl spell slot or higher from the staff you make a Wisdom save DC 20, on a fail the wielder is overtaken with the will of Stradh until the end of your next turn.
In addition, when you take the attack action you can forgo one of your attacks and use your bonus action to channel vampiric energy from the Zarovich Last Will, in addition, you can:
- Channel the sanguine Strahd's thirst over one of your full caster allies, within 15ft of you, and feed on their arcane energy and store it into the halberd. You can drain their arcane energy with the additional cost of their blood. The target takes 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, and loses such spell slot.
- Damage inflicted this way cant be reduced by any means.
- Full casters are: Bard, Cleric, Druid, Sorcerer, Wizard.
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: Heavy, Reach, Two-Handed, Cleave
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