Glowing white lines on the blade of this halberd form a simplified shape of a mountain range. The shaft of this halberd is adorned with garnets but has a long crack running along it. Fiends would find the halberd repulsive. It also feels light to touch.
You have a +2 bonus to attack and damage rolls made with this halberd. If your target is a fiend, it must make a DC 17 Constitution saving throw, and take an extra 4d8 radiant damage on a failed save, or half as much extra damage on a successful one.
The halberd allows to cast detect evil and good spell at will.
The halberd stores a pool of 50 charges, which you can spend as an action to restore hit points to a creature, up to half their hit point maximum. The pool replenishes daily at dawn.
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: Damage: Radiant, creature of non-evil alignment, Damage, Combat, Heavy, Reach, Two-Handed, Cleave
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Posted Jul 23, 2020Honestly i feel this is an item that shouldve been in the base game. But thats just me