Weapon (spear), uncommon

Any Weapon.

This weapon was not made very well. When a creature uses it, they often experience a random, usually detrimental effect.

 

The first time you hit with this magic weapon on your turn, roll a d100 to determine the effect. If the effect requires a saving throw, the DC is 14.

1-50 no additional effect.

51-52 a random beast under the DM’s control appears in an unoccupied space nearest the target. The beast acts on its own, defending itself or fleeing.

53-54 you cast confusion, centered on yourself.

55-56 you cast gust of wind starting 10 feet behind you, pointed in the direction of the target.

57-58 you are pushed 10 feet away from the target.

59-60 you regain 5 hit points.

61-62 you have disadvantage on the next saving throw you make within the next minute.

63-64 you can make an additional attack with this weapon this turn.

65-66 maximize the damage of this attack.

67-68 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

69-70 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

71-72 You and the target take 1d10 necrotic damage. You each regain hit points equal to the amount of damage the other took.

73-74 you can’t speak for the next minute. When you do, pink bubbles float from your mouth.

75-76 your hair (presuming you have any) falls out but regrows after 24 hours.

77-78 for the next minute, you must shout when you speak.

79-80 you become poisoned for the next hour.

81-82 a bright light flashes from this weapon. Each creature within 10 feet must succeed a Constitution saving throw or be blinded for the next minute. A blinded creature can remake the saving throw at the end of each of its turns, ending the effect on a success.

83-84 you turn invisible for 1 minute. The effect ends if you attack or cast a spell.

85-86 you cast slow on yourself.

87-88 you cast faerie fire, centered on yourself.

89-90 for the next minute, creatures within 10 feet of you can hear your thoughts.

91-92 heavy rain falls in a 60 foot radius centered on you. The area is lightly obscured. The rain falls until the start of your next turn.

93-94 you teleport to an unoccupied space within 60 feet.

95-96 you cast grease centered on yourself.

97-98 you cast fireball, centered on yourself.

99-100 roll an additional time on this table, and both effects occur.

 

If you roll a natural 1 on an attack with this weapon, the weapon emits a burst of fire. All creatures within 10 ft. make DC14 Dexterity saving throws, taking 4d8 fire damage on a failure, or half as much on a success. This has a 50% chance of destroying the weapon.

 

Curse: This weapon is cursed, and if you attune to it, the curse extends to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Proficiency with a Spear 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: Thrown, Versatile, Sap

DavidThorMoses

Comments

Posts Quoted:
Reply
Clear All Quotes