Flail which deals magic damage, having been imbued with power by the remembrance of Astel. Formed of the same many-colored star debris that comprised the form of the Naturalborn of the Void.
While attuned to this weapon, you have a +5 bonus to attack and damage rolls made with this magic weapon, it can be used as a spellcasting focus, and its weapon attacks deal an extra 3d6 Psychic damage. You are resistant to psychic and force damage, immune to cold damage, and you can't be charmed or stunned.
In addition, you have advantage on attack rolls against non-Aberration creatures but deal an additional 2d10 force damage to Aberration creatures with your melee attacks with this weapon.
When you make a weapon attack with this weapon, you can perform one of the following attacks:
- Nebula. You swing the flail in front of you in a large arc, making a melee attack against all creatures within a 30 ft. cone, leaving a powerful dark cloud in the area that inflicts 10 (5d4) psychic damage at all creatures that start their turn there and forcing it to make a DC 20 Wisdom saving throw. On a failed save, a creature is charmed by the clouds and can't move out of them. If a creature ends its turn within the cloud, it explodes in a 20-foot-radius, dealing 24 (8d6) psychic damage to all creatures in the area.
- Waves of Darkness. You slam the flail's head onto the ground, causing three waves of darkness to erupt from you in a 30 ft. radius. Creatures of your choice in the area must make a Wisdom saving throw for each wave, taking force damage on a failed save and half as much on a successful one. On a failed save for any of the waves, a creature is frightened of you for 5 minutes. While frightened in this way, you have a +10 bonus to your damage rolls against those creatures;
- DC 16 for the first wave with 16 (3d4) force damage on a failed save
- DC 18 for the second with 20 (5d4) Force damage on a failed save
- DC 20 for the third with 24 (7d4) Force damage on a failed save.
The Void. The flail has 3 charges that recharge at dawn. You can expend a charge as an action to perform one of the following actions:
- Blink Strike Combo. You teleport up to 60 ft. to a location you can see, then make 3 weapon attacks against a creature within range.
- Cosmic Laser (1/day). You fire a laser of cosmic energy in a 90-foot line that is 10 ft. wide. All creatures in the area must make a DC 22 Dexterity saving throw. On a failed save, a creature takes 24 (2d12) force damage and 24 (2d12) psychic damage, and half as much on a successful one.
- Meteorite of Astel (1/day). You rip open a the fabric of space above you and launch a swarm of comets down in a radius of 60 ft. around you. All creatures in the area must make a DC 25 Dexterity saving throw. A creature takes 22d6 force damage and 22d6 bludgeoning damage and is stunned for 5 minutes on a failed save, and takes half as much damage on a successful one and isn't stunned.
Proficiency with a Flail 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: Psychic, Advantage: Melee Attacks, Resistance: Force, Resistance: Psychic, Immunity: Cold, Immunity: Charmed, Immunity: Stunned, Damage: Force, Paladin or a Cleric, Damage, Combat, Sap
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