Weapon (greatsword), rare (requires attunement)

This weapon is is a large war hammer that was once wielded by Baphomet the demon lord of beast and ruler of the 7 layer of hell. Before his last battle he infused his hammer with parts of the nightmare realm. After his death Agarth the great paladine who slew him picked up the weapon and his radiance magic mixed with that of the nightmare realm creating the weapon now called Baphomet's light. One side of the weapon is that of a greataxe and has the traits of the nightmare realm Baphomet infused it with. The other is that of a war hammer and is infused with the radiant magic of Agarth the Great.

This weapon has 5 charges. All dc is equal to your spell casting dc.

war hammer: When you hit add 2d8 of radiant damage.

  • The player can use a charge when they hit to do an extra 1d4 of force damage. The enemy must then succeed on a strength saving throw or be knocked prone.

Great Axe: When you hit add 2d6 of necrotic damage.

  • When the player hits a creature with this side they may use a charge to let the darkness flow into their enemy. They must succeed on a WIS save or become frightened of you. A frightened creature must use the dash action and all of its movement to run away from you.

Proficiency with a Greatsword 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.

Graze. If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.

Notes: Damage: Radiant, Damage: Necrotic, Damage, Combat, Heavy, Two-Handed, Graze

Item Tags: Damage Combat

Kyrome

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